Cheat Sheet: Actions and Activities
[1A] One-Action [2A] Two-Actions [3A] Three-Actions
[FA] Free action [RA] Reaction [NA] No-Action
Legend A Attack M Move
C Concentrate M Manipulate S Secret
A Auditory V Visual NL Non-Lethal
E Emotion F Fear M Mental
Basic Actions (Common)
Strike (A) [1A] Attack with a weapon or unarmed attack. (Melee or Ranged)
Stride (M) [1A] Move up to Speed. Move up to Speed. (Burrow, Climb, Fly, Swim) If have that Move Type.
Burrow (M) [1A] Move up to Burrow Speed.
Climb (M) (Athletics U) [1A] Move up to Climb Speed.
Fly (M) [1A] Move up to Fly Speed.
Arrest a Fall [RA] Attempt to stop a fall while flying.
Maneuver in Flight (M) (Athletics T) [1A] Perform a difficult maneuver while flying.
Swim (M) (Athletics U) [1A] Move up to Swim Speed. If in water at end of turn and didn’t swim then sink.
Cast Spell (C M A) [1A] to [3A] Cast prepared spell or one in repertoire.
Dismiss (C) [1A] End one spell effect or magic item effect.
Spellshape [FA] to [3A] Tweak the properties of the next spell cast.
Sustain/Activate (C) [1A] Extend a spell or item effect until end of next turn or Activate a spell or item effect.
Raise Shield [1A] Put up a shield to get its bonus to AC.
Speaking (A or V) [NA] Speak a single sentence
Step (M) [1A] Move 5’ without triggering [RA].
Basic Actions (Uncommon)
Activate an Item (Varies) [1A] to [3A] Call forth the effect of an item by properly activating it.
Aid [RA] Give +2 Circumstance to assisted skill check or attack roll.
Aim [1A] to [2A] Gain a bonus on next attack
Delay [FA] Select this when turn begins; take turn later.
Return to Initiative [FA] Permanently change initiative to new position.
Fight Defensively [1A] Take a negative on attack and apply it to AC
Interact (M) [1A] Grab an object, open a door, draw an item, or do a similar action.
Release (M) [FA] Release something held without triggering [RA].
Mount/Dismount (M) [1A] Get on a bigger allied animal to ride it.
Ready (C) [2A] to [3A] Prepare to take actions with trigger you designate.
Sprint (M) [3A] Stride up to 5 times. Off-Guard during movement and until beginning of next turn.
Take Cover [1A] Gain cover, or get greater cover if you have cover.
Lean from Cover [1A] Lean out to make attacks then when done move back behind Cover.
Basic Actions (Situational)
Avert Gaze [1A] Get +2 Circumstance against visual abilities.
Crawl (M) [1A] Move 5’ while prone.
Drop Prone (M) [1A] Fall prone.
Coup De Grace (A) [3A] Attempt to deal more dmg to a Paralyzed, Restrained, or Stunned target
Escape (A) [1A] Attempt to get free when Grabbed, Restrained, or Immobilized. Use Unarmed Attack, Acrobatics, or Athletics.
Grab an Edge (M) [FA] Try to catch something to stop a fall.
Leap (M) [1A] Jump up to ½ speed horizontally (10’ if 20, 15’ if 30’ or more), or vertically 3’ and horizontally 5’.
Jump, Down (M) (Athletics U) [2A] Jump down from a high place.
Jump, High (M) (Athletics U) [2A] Stride and then make a vertical Leap.
Jump, Long (M) (Athletics U) [2A] Stride and then make a horizontal Leap.
Point Out (M A V) [1A] Reveal unobserved creature.
Recall Knowledge (C S) (Varies U) [1A] Remember a bit of knowledge.
Identify Spell [NA] or [1A] Identify a spell being cast or one that is in effect.
Creature Identification [NA] or [1A] Identify a Creature / Abilities
Seek (C S) [1A] Scan an area for signs of creatures/objects using Perception.
Sense Motive (C S) [1A] See if a creature is lying.
Stand (M) [1A] Stand up from prone.
Help Stand [1A] Lend hand to help a prone creature get up. Creature then uses their [RA] to stand.
Skill Actions
Acrobatics
Balance (M) [1A] Move across narrow surface or uneven ground.
Tumble Through (M) [1A] Move through the space of enemy.
Athletics
Disarm (A) T [1A] Knock something out of a target’s grasp.
Drag (A) T [1A] Pull a creature behind you.
Force Open (A) [1A] Forcefully open a door, window, or container.
Gag (A) T [1A] Hold a targets mouth shut
Grapple (A) [1A] Grab a target with your free hand.
Reposition (A) [1A] Move a target to a different square.
Shove (A) [1A] Push a target away from you.
Trip (A) [1A] Knock a target to the ground.
Deception
Antagonize (C A E M) [1A] Taunt a target into attacking you.
Create Diversion (M or A E) M) [1A] Draw creatures’ attention elsewhere.
Feint (M) T [1A] Leave a target unprepared for your attack
Lie (C S A V M) [3A]+ Fool someone with an untruth.
Diplomacy
Request (C A V M) [1A] Make a request of a friendly or helpful creature.
Intimidation
Antagonize (C A E M) [1A] Taunt a target into attacking you.
Demoralize (C A E F M) [1A] Shake an enemy’s resolve.
Medicine
Administer First Aid (M) [2A] Perform first aid on a dying/bleeding creature.
Treat Poison (M) T [1A] Treat a patient to prevent the spread of poison.
Nature
Command Animal (C A) [1A] Issue an order to an animal.
Performance
Antagonize (C A E M) [1A] Taunt a target into attacking you.
Perform (C) [1A] Make a brief performance (song, dance, joke).
Stealth
Conceal Object (M S) [1A] Hide a small object (light bulk) on your person.
Hide (S) [1A] Use cover or concealment to become hidden.
Sneak (M S) [1A] Move to another place while being undetected.
Survival
Cover Tracks (C M) T [1A] Make it harder for someone to Track
Track (C M) T [1A] Follow someone’s trail
Thievery
Disable Device (M) T [2A] Disarm a trap or another complex device.
Palm Object (M) [1A] Palm a small, unattended object.
Pick Lock (M) T [2A] Open a lock without a key.
Steal (M) [1A] Take a small object from another creature.
Other Actions
Counteracting [NA] Counteract an effect in place.
Basic Exploration Activities (Common)
Avoid Notice ½ Speed, Stealth to avoid being noticed and for Initiative.
Cover Tracks (C M) (Survival T) ½ Speed, Obscure passing.
Defend ½ Speed, Raise a Shield before first turn begins.
Detect Magic (C) ½ Speed, Cast Detect Magic regularly.
Follow Expert (C A V) +2 Circumstance with skill from Expert ally (+3 M, +4 L) and +lvl if Untrained.
Hustle (M) x2 Speed, for Con (min. 1) × 30 minutes.
Investigate (C) ½ Speed, Use Recall Knowledge to discover clues..
Repeat Spell (C) ½ Speed, Repeatedly cast same spell.
Scout (C) ½ Speed, Scout ahead and behind to watch for danger. Party members +1 Circumstance to Initiative.
Search (C S) ½ Speed, Seek for hidden doors and hazards.
Sustain Effect (C) ½ Speed, Sustain one effect with a Sustained duration
Track (C M) (Survival T) ½ Speed, Find and follow creatures’ tracks.
Basic Exploration Activities (Uncommon)
Catch Breath [10 min] resting, Spend Vigor to regain HP
Refocus (C) [10 min] Perform deeds to restore 1 focus point to focus pool.
Skill Exploration Activities
Affix (M) (Crafting T) [10 min] Attach an Affixed item to another item
Appraise (C S) (Varies U) [1 min] Examine an item and attempt to find its monetary value.
Borrow Arcane Spell (C) (Arcana T) [Daily Prep] Prepare a spell from someone else’s spellbook.
Coerce (C A L E M) (Intimidation U) [1+ min] Threaten a creature so it does what you want.
Decipher Writing (C S) (Varies T) [1 min/page or 1 hr/page for decrypting] Understand archaic, esoteric, or obscure texts (Arcana, Occultism, Religion, Society).
Disable Sentry (I NL) (Stealth or Deception T) [1 min] Subtly approach an unsuspecting foe and use a swift, decisive blow to render them unconscious.
Gather Information (S) (Diplomacy U) [2+ hrs] Canvass the area to learn about an individual/topic.
Haggle (C L S) (Varies U) [1+ min] Start haggling to raise or lower asked price of an item.
Identify Alchemy (C M S) (Crafting T) [10 min] Identify an Alchemical Item.
Identify Magic (C S) (Varies T) [10 min] Learn about a magic, location, or ongoing effect (Arcana, Nature, Occultism, Religion).
Identify Magic Item (C M S) (Craft T) [10 min] Identify a Magic Item
Impersonate (C M S) (Deception U) [10 min] Create a disguise, usually with a disguise toolkit.
Learn Spell (C) (Varies T) [1 hr/spell rank min] Gain access to a new spell (Arcana, Nature, Occultism, Religion).
Make Impression (C A L M) (Diplomacy U) [1+ min] Make a good impression on someone.
Repair (M) (Craft U) [10 min] Fix a dmged item using a repair toolkit.
Salvage (M) (Craft T) [1 hr] Salvage an item for parts.
Sense Direction (S) (Survival (U) [1 min] Get a sense of where you are and where is north.
Squeeze (M) (Acrobatics T) [Varies] Squeeze though very tight spaces.
Treat Wounds (M Healing) (Medicine T) [10 min] Treat a living creature’s wounds.
Downtime Activities
Forced March (M) [8+ hrs] Travel more than 8 hrs a day.
Rest (Short) [8 hrs] resting, recover All HP & ½ Vigor Points
Rest (Long) [16 hrs] resting, recover All HP & All Vigor Points
Retraining [1 week to 1 Month] Alter some of the character’s choices (feats, skills, class features).
Downtime Skill Activities
Craft (M) (Craft T) [1+ Day] Create items from raw materials (Crafting).
Create Forgery (S) (Society T) [1 Day to 1 Week] Forge a document (Deception).
Earn Income (Craft, Lore, Performance T) [1+ Day] Earn money (Crafting, Lore, Performance, Other).
Subsist (Society, Survival U) [8+ hrs] Find food/shelter in the wilderness (Survival) or a settlement (Society).
Treat Disease (M) (Medicine T) [8+ hrs] Spend time caring for a diseased creature to cure them (Medicine).
Basic Actions (Common)
• Strike [1A] (Basic)
Attack
Attack with a weapon or with an unarmed attack, targeting one creature within Reach (Melee Attack) or in Range (Ranged Attack).
Roll attack vs target’s AC.
Crit: As Success but deal x2 dmg.
Success: Deal dmg according to weapon or unarmed attack, include modifiers, bonuses, and penalties to dmg.
• Stride [1A] (Basic)
Move
Move up to Speed. Free Interact Action while moving. Can use Burrow, Climb, Fly, or Swim instead of Stride if have corresponding movement, unless Action specifically denies move type.
• Burrow [1A] (Basic)
Move
Requirements: Burrow Speed.
Dig through dirt, sand, or loose material up to Burrow Speed. Can’t burrow through rock or other substances denser than dirt unless ability allows it.
• Climb [1A] (Athletics U)
Move
Requirements: Both hands free.
Athletics to Move up, down, or across an incline. DM determines DC on incline and environment. Auto Crit on incline that’s trivial to climb. Off-Guard unless have Climb Speed.
Crit: Move up, across, or safely down incline for 5’ + 5’/20 Land Speed (10’ most PCs).
Success: Move up, across, or safely down the incline for 5’/20 Land Speed (5’ most PCs, min 5’).
Fail: Remain stationary (wasting action), turn ends.
Fumble: Fall. If began on stable ground, fall and land prone.
Sample Climb Tasks Climb Quick Ref
Untrained Ladder, Steep Slope, Low-Branched Tree Speed Success Crit
Trained Rigging, Rope, Typ. Tree 5’–15’ 5’ 5’
Expert Wall w/ small Handholds and Footholds 20’–35’ 5’ 10’
Master Ceiling w/ Handholds and Footholds, Rock Wall 40’–55’ 10’ 15’
Legendary Smooth Surface 60’–75’ 15’ 20’
• Fly [1A] (Basic)
Move
Requirements: Fly Speed.
Move through air up to fly Speed. Moving upward (Straight Up or Diagonally) uses difficult terrain rule. Move straight down 10’ for every 5’ of movement. If Fly to ground, don’t
take falling dmg. Can use an action to fly 0’ to hover in place. If airborne at end of turn and didn’t use a Fly action this round, then fall.
• Arrest a Fall [RA] (Basic)
Trigger: You fall.
Requirements: Fly Speed.
You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
Success: You fall gently, taking no dmg from the fall.
• Maneuver in Flight [1A] (Acrobatics T)
Move
Requirements: Fly Speed.
Try a difficult maneuver while flying. Acrobatics check. DM determines what maneuvers are possible, but rarely allow moving farther than Fly Speed.
Success: Maneuver Succeeds.
Fail: Maneuver fails. DM chooses if simply can’t move or if other detrimental effect. Outcome should be appropriate for maneuver attempted (blown off course
if fly against a strong wind).
Fumble: As Fail, but consequences are more dire.
Sample Maneuver in Flight Tasks
Trained Steep Ascent or Descent
Expert Fly Against the Wind, Hover Midair
Master Reverse Direction
Legendary Fly Through Gale Force Winds
• Swim [1A] (Athletics U)
Move
Athletics to Swim. In most calm water, auto Crit. If end turn in water and haven’t Succeeded at a Swim action that turn, sink 10’ or get moved by current, doesn’t apply if last
action of turn was to enter water.
If breathe air and submerged, must hold breath each rd. If fail, begin to drown.
Crit: Move through water 10’ + 5’/20 Land Speed (15’ for most PCs).
Success: Move through water 5’ + 5’/20 Land Speed (10’ for most PCs).
Fumble: No progress, and if holding breath, lose 1 rd of air.
Sample Swim Tasks Swim Quick Ref
Untrained Still Water (Lake) Speed Success Crit
Trained Flowing Water (River) 5’–15’ 5’ 10’
Expert Swiftly Flowing River 20’–35’ 10’ 15’
Master Stormy Sea 40’–55’ 15’ 20’
Legendary Maelstrom, Waterfall 60’–75’ 20’ 25’
Drowning and Suffocating
Hold your breath for 5 + Con rds. -1 rd at end of each of turn, or -2 if attacked or cast any spells that turn. -1 rd each time Crit hit or Fumble save vs dmging effect. If
speak (including Casting a Spell) lose all remaining air.
When run out of air, fall Unconscious and start Suffocating. Can’t recover from Unconscious and must attempt a DC 20 Fort save at end of each turn.
Fail: Lvl dmg that can’t be healed
Fumble: Die.
Each check after first, +5 DC and an additional Lvl dmg that can’t be healed; increases are cumulative. Once access to air is restored, stop suffocating and are no
longer Unconscious (unless at 0 HP). [10 min] Regain lost HP from Suffocating.
• Cast a Spell (Varies)
Concentrate Manipulate Auditory
Requirements: Varies
Spell effect occurs.
• Dismiss [1A]
Concentrate
Requirements: 1+ Spell/Magic Item active with Dismiss duration.
End 1 Spell/Magic Item effect. Dismissal might end effect entirely or might end it just for a certain target or targets, depending on Spell/Magic Item.
• Long Durations (Varies)
If a spell’s duration says it lasts until next daily prep, on next day can refrain from preparing a new spell in that spell’s slot. (If spontaneous caster, expend a spell slot during daily
prep.) Doing so extends spell’s duration until next daily prep. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in slot (or don’t expend a
spell slot), spell ends. Can’t do this if spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at 24hr mark after you Cast the Spell or last time
extended its duration, spell ends. Spells with an unlimited duration last until counteracted or Dismissed. Don’t need to keep a spell slot open for these spells.
• Spellshape (Varies)
Actions with Spellshape trait tweak properties of spells, changing range, dmg, or any other properties. Must use a Spellshape action directly before spell you want to alter. If any
action (Free, Reactions, and added Spellshape actions) other than Cast a Spell directly after, waste benefits of Spellshape action. Any additional effects added by a Spellshape
action are part of spell’s effect, not Spellshape action itself.
• Sustain/Activate a Spell/Activation [1A]
Concentrate
Requirements: 1+ Spell/Magic Item active with Sustained duration, and not fatigued.
Choose 1 Spell/Magic Item with Sustained duration in effect. The duration of that Spell/Magic Item continues until end of your next turn.
If an ability can be Sustained but doesn’t list how long, it can be Sustained up to 10 min.
Sustaining a Spell/Magic Item for more than 10 min (100 rds.) ends the Spell/Magic Item and makes you fatigued unless Spell/Magic Item lists a different max duration (such as
“Sustained up to 1 min” or “Sustained up to 1 hr”).
If this action is disrupted, Spell/Magic Item effect immediately ends.
Can Sustain a spell only 1/rd, can Activate spell multiple times in a rd.
• Raise a Shield [1A] (Basic)
Requirements: Wielding a shield.
Gain Shields Circumstance to AC. Shield remains raised until start of your next turn.
• Speaking [No Action] (Basic)
Auditory or Visual
No action but at most a single sentence or so per rd.
Special uses of speech, (Deception skill check to Lie), require their own actions and rules.
Most speech has Auditory trait. Sign Language has Visual trait
• Step [1A] (Basic)
Move
Requirements: Speed 10’+.
Carefully move 5’.
Step doesn’t trigger [RA] (Reactive Strike) triggered by Move trait or upon leaving or entering a square.
Can’t Step into Difficult Terrain and can only Step by using Land Speed.
Basic Actions (Uncommon)
• Activate an Item (Varies)
Varies (see below)
Requirements: Activate an Item with the invested trait only if it’s invested by you. If it requires Interact with it, must be wielding it (if it’s a held item) or touching it with a free hand (if it’s
another type of item).
Activation Components: Each activation entry lists any components involved in activation after the action icons or text, such as “ [1A] Command.” Activation components, add traits (listed in
parentheses). If can’t provide components, fail to Activate Item.
• Command (Concentrate Auditory)
• Envision (Concentrate)
• Interact (Manipulate)
• Cast a Spell
• Aid [RA] or [1A] (Basic)
Trigger: Ally will use a Skill Action or Attack roll.
Requirements: Ally accepts aid, and you are prepared to help (see below).
Explain to DM exactly how you’re helping, and they determine whether you can Aid ally. Aid DC typically is equal to DC by lvl or simple DC.
Crit: Ally +3 Circumstance to triggering check and if they roll a Fumble they instead get a Fail. +4 if Legendary with check.
Success: Ally +2 Circumstance to triggering check.
Fail: Ally +1 Circumstance to triggering check.
Fumble: Ally -1 Circumstance to triggering check.
Long Tasks: For a task that takes longer than a rd, often need to spend more than [1A] preparing to help, as determined by DM.
Proximity: Don’t necessarily need to be next to ally to aid, though must be in a reasonable location to help them both when you set up and when you take [RA].
Repetition: Aiding same creature multiple times can have diminishing returns. In particular, if try to repeatedly Aid attacks or skill checks against a creature, DM will usually increase DC each
time as foe gets more savvy. This isn’t the case if there’s no reason the task would be less likely to work if repeated, such as Aiding someone who’s climbing a wall or picking a lock.
• Aim [1A] or [2A] (Basic)
Requirements: Using Non Throw Trait Ranged Weapon
[1A] Circumstance bonus to attack roll, equal to ½ Wis, rounded down.
[2A] Circumstance bonus to attack roll, equal to Wis.
Next Action must be to use Ranged Strike with weapon or bonus is lost.
• Delay [FA] (Basic)
Trigger: Your turn begins.
Rest of your turn hasn’t happened yet. Removed from Initiative order. Can’t use Reactions.
If Delay entire round without returning to Initiative order, remaining Actions are lost, Initiative doesn’t change, and next turn occurs at original position in Initiative order. When Delay, any
Persistent dmg or other Negative effects that normally occur at Start or End of turn occur immediately. Beneficial effects that would end during your turn also end. Can’t Delay to avoid
negative consequences or extend beneficial effects.
• Return to Initiative [FA] (Basic)
Trigger: End of any other creature’s turn.
Permanently change initiative to new position. Take remaining Actions. Can now use Reactions.
• Fight Defensively [1A] (Basic)
Take Circumstance penalty to attack rolls that is equal to, or less than, proficiency bonus to attack (T 2, E 4, M 6, L 8). Gain Circumstance bonus of the same proportion, to AC until start of
next turn.
• Interact [1A] (Basic)
Manipulate
Use hand or hands to manipulate an object or terrain. (Grab unattended or stored object, open door, or similar effect. May need skill check to determine if successful. Can use each Hand to
perform the same action. (Draw 2 Weapons/Shield, Stow 2 Weapons/Shield, etc.) When Stride: Free Interact Action while moving.
Change Hands Action Special
Draw, Stow, or Pick up an item from ground. 1 or 2 Interact 1
Change your grip by adding a hand to an item 1 or 2 Interact 2
Retrieve an item from a backpack or satchel 2 Interact 3
Pass an item to a willing creature in reach 1 or 2 Interact 4, 5
Toss an item to a willing creature in 10’ increment. DC 15 Ranged Attack. 1 or 2 Interact 4, 5
Attach or Detach a shield or item strapped to you 1 Interact
Drink/Eat, Feed another creature 1 Interact
Using a Worn Item/Tool 1 Interact
Swap one item for another (Weapon/Shield for Weapon/Shield) 1 Interact
Drop an item to ground 1 or 2 Release 2
Change grip by removing a hand from an item 1 or 2 Release 2
1 If retrieving a two-handed item with one hand, still need to change grip before wielding or using it unless off hand has nothing in it. Can Draw 2 weapons or a weapon and shield as [1A].
2 Does not provoke [RA]
3 Retrieving an item stowed in own backpack requires first taking off backpack with a separate Interact action.
4 Must have a hand free to pass or receive an item and might need to change grip if receive a two handed item.
5 Ally with a free hand uses a [RA] to grab item. Ally can Release their grip to grab Item as part of [RA].
• Release [FA] (Basic)
Manipulate
Dropping an item, remove one hand from weapon while still holding it with another, Releasing a rope, or similar action.
Release doesn’t trigger [RA] triggered by Manipulate trait (Reactive Strike).
• Mount/Dismount [1A] (Basic)
Move
Requirements: Adjacent to a creature 1+ size larger that is willing to be a mount.
Move onto creature and ride it. If mounted, move off mount into an adjacent space.
• Ready [2A] or [3A] (Basic)
Concentrate
[2A] Choose a [1A] or [FA] and designate a trigger. [FA] can’t already have a trigger. Your turn ends.
[3A] Choose a [2A] or 2 [1A] and designate a trigger. Your turn ends.
If trigger occurs before start of your next turn, use chosen action as [RA] (must still meet requirements).
If have multiple attack penalty and Readied action is an Attack action, Readied attack takes multiple attack penalty had at time Ready action was used. One of the few times multiple attack
penalty applies when not your turn.
• Sprint [3A] (Basic)
Move
Stride up to 5 times. Off-Guard during movement and until beginning of next turn, must make a Flat DC 5 Fort,
Fail: Fatigued 1 hr;
Fumble: Fatigued 1 hr and fall Prone.
Every time perform this activity after first, +5 Cumulative to Save DC, not performing this activity for [10 min] resets DC. May not perform this activity while Fatigued.
• Take Cover [1A] (Basic)
Requirements: Benefiting from cover, near a feature that allows you to take cover, or are prone.
Improve lvl of cover by 1 step. If have Lesser cover gain Standard cover but can’t hide.
This lasts until move from current space, use Attack Action, become Unconscious, or end this effect [FA].
Cover Type Bonus Can Hide
¼ or Lesser +1 Circumstance to AC No
½ or Standard +2 Circumstance to AC, Ref vs Area, Stealth Yes
¾ or Greater +4 Circumstance to AC, Ref vs Area, Stealth Yes
Total Can’t be Attacked Directly or Seen Yes
• Lean from Cover [1A]
Requirements: Benefiting from cover, near a feature that allows cover (Arrow Slit, Building Corner, Behind barrels, etc.).
If right next to an arrow slit, can shoot without penalty, but have Greater Cover vs someone shooting back from far away. Reduce or negate Cover by leaning around a corner to
shoot or the like. This takes an action to set up, depending on actions taken after setup gain cover at end of turn. DM might measure cover from an edge or corner of space instead
of center.
Basic Actions (Situational)
• Avert Gaze [1A] (Basic)
+2 Circumstance vs Visual abilities that requires looking at creature/object (Medusa’s Petrifying Gaze). Gaze is averted until start of your next turn.
• Crawl [1A] (Basic)
Move
Requirements: Prone and Speed 10’+.
Move 5’ and stay Prone.
• Drop Prone [1A] (Basic)
Move
Fall Prone.
• Coup De Grace [2A] (Basic)
Attack Incapacitation
Requirements: Target is Paralyzed, Restrained, Stunned or Unconscious; Target is not immune to Crits.
Make a Strike against an adjacent target.
Crit: Strike is a Crit and Card.
Success: Strike is a Crit.
Fail: Strike is a Success.
Fumble: Strike Misses.
• Escape [1A] (Basic)
Attack
Requirements: Grabbed, Immobilized, or Restrained
Choose one Creature, Object, Spell Effect, Hazard, or other Impediment imposing any of those conditions on you.
Unarmed Attack, Acrobatics, or Athletics vs DC of effect (action has Attack trait).
Athletics DC of a creature Grabbing you, Thievery DC of creature who tied you up, Spell DC for spell effect, or Escape DC of Object, Hazard, or Impediment.
Crit: Remove conditions imposed by chosen target. Stride 5’.
Success: Remove conditions imposed by chosen target.
Fumble: Don’t get free, can’t attempt to Escape again until your next turn.
• Grab an Edge [FA] No limit. Can be used even if Delayed. (Basic)
Manipulate
Trigger: Fall from or past an edge or handhold.
Requirements: Hands are not tied behind back or otherwise restrained.
Acrobatics or Ref vs Climb DC. Climb up using Athletics.
Crit: Grab edge or handhold, whether or not have free hand, typically use suitable held item to catch yourself (battle axe on ledge). Still take dmg from distance fallen so far but treat fall
as 30’ shorter.
Success: If have one hand free, grab edge or handhold. Still take dmg from the distance fallen so far but treat fall as 20’ shorter. If no hands are free, continue to fall as if failed check.
Fumble: Continue to fall, and if fallen 20’+ before use this reaction, take 10 Bludgeoning dmg for every 20’ fallen.
• Leap [1A] (Basic)
Move
Horizontal Leap: ½ Speed up to 15’. Land in space where Leap ends. Can’t make a Horizontal Leap if Speed is less than 15’.
Vertical Leap: 3’ vertically and 5’ horizontally onto an elevated surface.
Jumping greater than ½ speed or 15’ requires using Athletics skill.
• Jump, Down [2A] (Athletics U)
Move
Athletics DC 10 + total height attempting to jump down (DC 20 check to Jump Down 10’).
Crit: Leap down desired distance no dmg and land on feet.
Success: Leap down desired distance no dmg and land Prone.
Fail: Take fall dmg as normal.
Fumble: Take x2 fall dmg.
Special: Stacks with any appropriate feat (Cat Fall, etc.)
Falling on a Creature
If land on creature, creature attempts DC 15 Ref. Landing on a creature after a long fall is almost impossible. Treat Falling Objects same as falling creatures.
Crit: Creature takes no dmg.
Success: Creature takes ¼ falling dmg you took.
Fail: Creature takes ½ falling dmg you took.
Fumble: Creature takes same dmg you took.
• Jump, High [2A] (Athletics U)
Move
Stride at least 10’, then make vertical Leap. Athletics DC is equal to total vertical height x 5 (DC 20 check to Leap vertically 4’). If didn’t Stride or attempt to jump in a different
direction, auto fail check. DC may increase or decrease due to the situation.
Success: Leap desired vertical distance and (5’ horizontally optional)
Fail: Leap normally.
Fumble: Don’t Leap at all, and instead fall Prone in space.
• Jump, Long [2A] (Athletics U)
Move
Stride at least 10’, then make horizontal Leap. Athletics DC is equal to total distance attempting to move during Leap (DC 20 check to Leap 20’). If didn’t Stride or attempt to
jump in a different direction, auto fail check. DC may increase or decrease due to the situation. Can’t Jump farther than Speed.
Success: Leap desired horizontal distance.
Fail: Leap normally.
Fumble: Leap normally, then fall and land Prone.
• Point Out [1A] (Basic)
Manipulate Auditory Visual
Requirements: A creature is Undetected by 1+ ally but not Undetected by you.
Indicate creature that you see to 1+ ally, gesturing direction and describing distance verbally. Creature is now Hidden to allies, rather than Undetected. Only works for allies that can see you
and are in a position where they could potentially detect target. If your allies can’t hear or understand you, they must succeed Perception vs creature’s Stealth DC or misunderstand and believe
target is in a different location.
• Recall Knowledge [1A]
Concentrate Secret
DM determines DCs and which skills apply.
Most topics, use simple DCs for checks to Recall Knowledge. For specific creature, trap, or other subject with a lvl, use lvl-based DC (adjusting for rarity). Might adjust difficulty down, maybe
even drastically, if subject is especially notorious or famed. Knowing simple tales about an infamous dragon’s exploits might be incredibly easy for dragon’s lvl, or even simple trained DC.
Might attempt using a different skill than ones listed as default options. If skill is highly applicable, (Medicine to identify a medicinal tonic), probably don’t need to adjust DC. If its relevance is
a stretch, adjust DC upward as described in Adjusting Difficulty.
Sometimes might want to follow up on check to Recall Knowledge, rolling another check to discover more information. After Success, further uses of Recall Knowledge can yield more
information, but should adjust difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless character has
recalled everything they know about subject.
When a Lore Skill is used instead of a General Skill, -1 step of difficulty to first Recall Knowledge DC. If Expert -2, Master -3, Legendary -4.
Crit: Recall Knowledge accurately. DM answers question truthfully and either tells additional information or context, or answers one follow up question.
Success: Recall Knowledge accurately. DM answers question truthfully.
Fail: Don’t Recall Knowledge regarding topic, can still try again however +1 step of difficulty to DC
Fumble: Don’t Recall Knowledge regarding topic, Can’t try again until after next [Daily Prep].
Following skills can be used to Recall Knowledge, getting information about listed topics. In some cases, DM’s gives permission to use a different but related skill, usually against a higher DC.
Some topics might appear on multiple lists, but the skills could give different information.
For example, Arcana might tell about magical defenses of a golem, whereas Crafting could tell about its sturdy resistance to physical attacks.
• Arcana: Arcane Theories, Magical Traditions, Creatures of Arcane Significance, and Arcane Planes.
• Crafting: Alchemical Reactions and Creatures, Item Value, Engineering, Unusual Materials, and Constructs.
• Lore: Subject of Lore Skill’s Subcategory.
• Medicine: Diseases, Poisons, Wounds, and Forensics.
• Nature: Environment, Flora, Geography, Weather, Creatures of Natural Origin, And Natural Planes.
• Occultism: Ancient Mysteries, Obscure Philosophy, Creatures of Occult Significance, and Esoteric Planes.
• Religion: Divine Agents, Divine Planes, Theology, Obscure Myths, and Creatures of Religious Significance.
• Society: Local History, Key Personalities, Legal Institutions, Societal Structure, and Humanoid Culture.
Recall Knowledge Questions
When encountering subject for first time, first question will likely be basic “What is it?”, which DM can answer with a name and basic description like, “That’s an Ogre, a tough and cruel
giant” or “This is the symbol of Urgathoa, a Goddess of Disease, Gluttony, and Undeath.” If already know this base lvl of detail on subject, list below includes some reasonable questions. DM
determines what other questions to allow. Usually this is simple as long as stick to one question. Any question must be about something observable in game world, not abstract numbers of
rules. DM might tell a lumbering monster’s Ref save is its weakest - translating a concept character could understand using game term for clarity - but wouldn’t reveal exact Ref.
Magic: “How can it be avoided?” “What type of people use this magic?” “How long does it last?”
Organizations: “What kind of influence does it have?” “Where is it headquartered?” “How large is it?” “What kind of members does it have?” “Who are its major authorities?” “Do they have
any notable allies and enemies?”
People: “What’s their personality like?” “What do they look like?” “Do they have any notable talents?” “Do they have notable allies and enemies?” “What kind of influence do they have?”
“Do they have any vices?”
Sites: “What’s its general location?” “How large is it?” “What’s the government like?” “Do any notable people live there?” “What kind of monsters dwell there?” “What’s the environment and
terrain like?”
Sample Recall Knowledge Tasks (Society or Religion)
Untrained Name of a Ruler, Key Noble, or Major Deity
Trained Line of Succession for a Major Noble Family, Core Doctrines of a Major Deity
Expert Genealogy of a Minor Noble, Teachings of An Ancient Priest
Master Hierarchy of a Genie Noble Court, Major Extraplanar Temples of a Deity
Legendary Existence of a Long-Lost Noble Heir, Secret Doctrines of a Religion
• Identify Spells [NA or 1A]
[NA] If notice spell being cast, and have spell prepared or it’s repertoire, auto know spell, including lvl to which heightened.
[1A] If want to identify spell but not prepared or in repertoire, attempt Recall Knowledge to identify. Typically notice spell being cast by seeing its Visual manifestations or
Hearing its verbal casting.
Identifying long-lasting spells already in place requires Identify Magic instead of Recall Knowledge.
DC’s by Spell rank*
Spell Spell
DC DC DC Mod Rarity
rank rank
st th
1 15 6 28 +2 Uncommon
2nd 18 7th 31 +5 Rare
3rd 20 8th 34 +10 Unique
4th 23 9th 36
5th 26 10th 39
• Creature Identification [NA or 1A]
[NA] Make a monster knowledge check at start of an encounter.
[1A] Make a monster knowledge check during encounter.
Skill used to identify a creature usually depends on that creature’s trait, as shown on the Creature Identification Skills table, but have leeway on which skills apply. For instance,
Hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC
adjustment and make using Society harder.
When a Lore Skill is used instead of a General Skill, -1 step of difficulty to first Recall Knowledge DC. If Expert -2, Master -3, Legendary -4.
Usual questions: “Can it be reasoned with?” “What’s most notable offensive ability?” “Is it vulnerable or resistant to anything?” “Are any of its defenses weak?”
Success: Learn Name, Type, and Subtype. 1 Specific question about monster. For every 10 points beat DC +1 question.
Fail: Don’t Recall Knowledge regarding topic, can still try again however +1 step of difficulty to DC
Fumble: Can’t try recall information about same creature or its creature type until after next [Daily Prep].
Creature Identification Skill
Creature Type Skill Creature Type Skill
Aberration Occultism Fiend Religion
Animal Nature Fungus Nature
Astral Occultism Humanoid Society
Beast Arcana, Nature Monitor Religion
Celestial Religion Ooze Occultism
Construct Arcana, Crafting Plant Nature
Dragon Arcana Shade Religion
Dream Occultism Spirit Occultism
Elemental Arcana, Nature Time Occultism
Ethereal Occultism Undead Religion
Fey Nature
• Seek [1A] (Basic)
Concentrate Secret
Scan area for signs of creatures or objects.
Creatures, choose an area. If precision is necessary, 30’ cone or 15’ burst within line of sight. Penalty if area is far away. DM rolls single secret Perception for you vs Stealth DCs of
undetected or hidden creatures in the area.
Crit: Undetected or Hidden creature becomes observed by you.
Success: Undetected creature becomes Hidden, and Hidden creature becomes Observed.
Objects (including secret doors and hazards), search an adjacent 10’ square. Seek may take more actions, min, or hrs if searching a particularly cluttered area.
DM rolls single secret Perception for you vs DC to detect each object in area (determined by DM or someone Concealing Object).
Crit: Learn location of objects.
Success: Learn location of objects or get a clue to their whereabouts.
• Sense Motive [1A] (Basic)
Concentrate Secret
You try to tell whether a creature’s behavior is abnormal.
Choose one creature, DM rolls single secret Perception for you vs creatures Deception DC, DC of spell affecting creature’s mental state, or another DC determined by DM.
Crit: Determine creature’s true intentions or solid idea of any mental magic affecting it.
Success: Determine if creature is behaving normally, but don’t know exact intentions or what magic might be affecting it.
Fail: Believe what creature wants you to believe. If not being deceptive, believe they’re behaving normally.
Fumble: Get a false sense of creature’s intentions.
Can’t try on same creature again until situation changes significantly.
• Stand [1A] (Basic)
Move
Stand up from Prone.
• Help Stand [1A]
Manipulate
Requirements: One free hand. Target up to 1 Size larger in melee reach.
Lend hand to help a prone creature get up. Creature then uses their [RA] Move to stand.
Skill Actions
• Balance [1A] (Acrobatics U)
Move
Requirements: In a square containing a narrow surface, uneven ground, or another similar feature.
Acrobatics vs Balance DC. Off-Guard while on a narrow surface or uneven ground.
Crit: Move up to Speed.
Success: Move up to Speed, treating as Difficult Terrain.
Fail: Remain stationary to keep balance (wasting action) or fall. If fall, turn ends.
Fumble: Fall and turn ends.
Sample Balance Tasks
Untrained Tangled Roots, Uneven Cobblestones
Trained Wooden Beam
Expert Deep, Loose Gravel
Master Tightrope, Smooth Sheet of Ice
Legendary Razor’s Edge, Chunks of Floor Falling in Midair
• Tumble Through [1A] (Acrobatics U)
Move
Stride up to Speed. Movement provokes no [RA] from target and may move through enemy’s space.
Acrobatics vs each enemy’s Ref DC. Tumble Through using Climb, Fly, Swim, or another action as appropriate. +2 DC for each enemy moved though after 1 st. (1st +0, 2nd +2, 3rd +4, etc.)
Crit: Move through enemy’s threatened area and space, treating all as normal terrain. Don’t provoke [RA] from target when moving.
Success: Move through enemy’s threatened area and space, treat enemy’s spaces as Difficult Terrain. Don’t provoke [RA] from target when moving. If not enough Speed to move
through its space, get Fail instead.
Fail: Movement ends, and trigger [RA] as if moved out of threatened area.
• Disarm [1A] (Athletics T)
Attack
Requirements: One free hand. Target up to 1 size larger.
Athletics vs Ref DC.
Crit: Item knocked out of target’s grasp and falls in target’s space.
Success: +2 Circumstance to Disarm target of that item, and target -2 Circumstance to attacks or other checks requiring firm grasp with item until spend [1A] Interact to adjust grip.
Fumble: Lose balance and become Off-Guard until start of your next turn.
• Drag [1A] (Athletics T)
Attack
Requirements: One free hand. Target up to 1 Size larger. Can Drag target already Grabbed or Restrained without free hand.
Athletics vs Fort DC.
Crit: Stride Speed and place Dragged creature in an unoccupied adjacent square of choosing.
Success: Stride ½ Speed and place Dragged creature in an unoccupied adjacent square of choosing.
Fail: Fail to Drag target. If already had target Grabbed or Restrained using a Grapple, those conditions end on that creature.
Fumble: If already had target Grabbed or Restrained using a Grapple, those conditions end on that creature. Target can grab you, as if it succeeded at Grapple action, or force you to fall
and land Prone.
• Force Open [1A] (Athletics U)
Attack
Using your body, a lever, or some other tool, attempt to forcefully open a door, window, container or heavy gate. With a high enough result, can even smash through walls.
Without a crowbar, prying something open takes a -2 Item to Athletics to force Open.
Crit: Open door, window, container, or gate and avoid dmging it in process.
Success: Break the door, window, container, or gate, and item gains Broken condition. If especially sturdy, it may take dmg and not get Broken.
Fail: Door, window, container, or gate does not open or take dmg (wasting action), turn ends.
Fumble: Attempt jams door, window, container, or gate shut, -2 Circumstance on any future attempts to force Open.
Sample Force Open Tasks
Untrained Fabric, Flimsy Glass
Trained Ice, Sturdy Glass
Expert Flimsy Wooden Door, Wooden Portcullis
Master Sturdy Wooden Door, Iron Portcullis, Metal Bar
Legendar Stone or Iron Door
y
• Gag [1A] (Athletics T)
Attack
Requirements: One free hand. Target up to 1 Size larger. Can Gag target already Grabbed or Restrained without free hand.
Athletics vs Fort DC. -2 Circumstance if use hand currently Grabbing/Restraining creature.
Crit: Target Gagged and Grabbed until end of your next turn, unless move or target Escapes.
Success: Target Gagged until end of your next turn unless move or target Escapes.
Fail: Fail to Gag target. If already had target Gagged, Grabbed or Restrained, those conditions end on that creature.
Fumble: If already had target Gagged, Grabbed or Restrained using a Grapple, those conditions end on that creature. Target can grab you, as if it succeeded at Grapple action, or force
you to fall and land Prone.
• Grapple [1A] (Athletics U)
Attack
Requirements: One free hand. Target up to 1 Size larger. Can Grapple target already Grabbed or Restrained without free hand.
Athletics vs Fort DC.
Crit: Target Restrained until end of your next turn, unless move or target Escapes.
Success: Target Grabbed until end of your next turn unless move or target Escapes.
Fail: Fail to Grab Target. If already had target Grabbed or Restrained using a Grapple, those conditions end on that creature.
Fumble: If already had Target Grabbed or Restrained using a Grapple, those conditions end on that creature. Target can grab you, as if it succeeded at Grapple action, or force you to fall
and land Prone.
• Reposition [1A] (Athletics U)
Attack
Requirements: One free hand. Target up to 1 Size larger. Can Reposition target already Grabbed or Restrained without free hand.
Athletics vs Fort DC.
Crit: Move target up to 10’. It must remain in reach during this movement and can’t move it into or through obstacles.
Success: Move target up to 5’. It must remain in reach during this movement and can’t move it into or through obstacles.
Fumble: Target can move you up to 5’ as if it succeeded at Reposition action.
• Shove [1A] (Athletics U)
Attack
Requirements: One free hand. Target up to 1 size larger.
Athletics vs Fort DC.
Crit: Push target up to 10’, away +5'/10 over Crit. Can Stride after, must move same distance and in same direction.
Success: Push target 5’ away. Can Stride after, must move same distance and in same direction.
Fumble: Lose balance, fall, and land Prone.
• Trip [1A] (Athletics U)
Attack
Requirements: One free hand. Target up to 1 size larger.
Athletics vs Ref DC.
Crit: Target falls, lands Prone and takes 1d6 Bludgeoning dmg.
Success: Target falls and lands Prone.
Fumble: Lose balance, fall and land Prone.
• Antagonize [1A] (Deception, Intimidation, or Performance U)
Concentrate Auditory Emotional Mental
Creature in 30’. Deception, Intimidation, Performance or Class DC vs Will DC. -4 Circumstance if target doesn’t understand language spoken, you’re not speaking, or they can’t hear you.
Regardless of result, target is immune to your Antagonize until beginning of next turn. If make self Off-Guard to attacks from that creature until start of next turn, +4 Circumstance to check.
DM encourages players to come up with fitting insults. A deeply personal or culturally intolerable provocation may further +1 Taunted value or affect behavior of target beyond effect of
Taunted condition. DM may also waive temp immunity and allow target creature to be Antagonized again if a player finds a way to build upon insult without repeating it.
Crit: Taunted 3 vs you.
Success: Taunted 2 vs you.
Fail: Target unaffected
Fumble: Target reads feeble attempt to affect its decision in combat and becomes temp immune to any attempts from you to Antagonize it for 1 day.
• Create a Diversion [1A] (Deception U)
(Manipulate) if Gesture or Trick, (Auditory and Linguistic) if Distracting Words. Mental
Deception vs Perception DCs of creatures trying to divert. Succeed or not, +4 Circumstance to Perception DCs vs your attempts to Create a Diversion for 1 min.
Success: Hidden to creatures whose Perception DC is equal to or less than result. Lasts until end of turn or do anything except Step, Hide or Sneak. If Strike a creature, creature is Off-
Guard vs attack, and then become observed. If do anything else, become Observed just before act unless DM determines otherwise.
Fail: Don’t divert attention of creatures with higher DC than result, and they are aware of trick.
• Feint [1A] (Deception T)
Mental
Requirements: In melee reach of target.
Deception vs Perception DC.
Crit: Target Off-Guard vs all your Melee Attacks until end of next turn.
Success: Target Off-Guard vs your next melee attack made before end of current turn.
Fumble: You are Off-Guard vs Targets Melee Attacks until end of next turn.
• Lie [1+ rd] (Deception U)
Concentrate Secret Auditory Linguistic Mental
Deception vs Perception DC of every creature trying to fool. Elaborate or highly unbelievable lies are much harder to believe than simpler and more believable lies, and some lies are so big that
it’s impossible to get anyone to believe them.
If initially believes lie, then discovers evidence to counter statements it may get Perception vs Deception DC to realize it’s a lie.
Success: Target believes lie.
Fail: Target doesn’t believe lie and +4 Circumstance vs more attempts to Lie for duration of conversation. Target is also more likely to be suspicious in future.
• Request [1A] (Diplomacy U)
Concentrate Auditory Linguistic Mental
Requirements: Friendly or Helpful creature.
Request creature to help. DM sets DC based on difficulty of request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Crit: Target agrees to request without qualifications.
Success: Target agrees to request, but they might demand added provisions or alterations to request.
Fail: Target refuses request, though they might propose an alternative that is less extreme.
Fumble: Target refuse request, and attitude decreases one step due to request.
Request Diplomacy DC Modifier
Give simple advice or directions -5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal an important secret +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per request
• Demoralize [1A] (Intimidation U)
Concentrate Auditory Emotional Fear Mental
Creature in 30’. Intimidation vs Will DC. -4 Circumstance if target doesn’t understand language spoken, you’re not speaking, or they can’t hear you. Regardless of result, target is immune to
your Demoralize for 10 min.
Crit: Target Frightened 2.
Success: Target Frightened 1.
• Administer First Aid [2A] (Medicine U)
Manipulate
Requirements: Wearing or holding Healer’s Toolkit.
Perform First Aid on adjacent creature that is Dying or Bleeding. If both Dying and Bleeding, choose one before roll. Can Administer First Aid again to remedy other effect.
• Stabilize: Creature has 0 HP and Dying condition. Medicine vs 5 + Recovery DC (10 + Dying value).
Success: Creature loses Dying condition, remain at 0 HP. Regain 1 HP after 1 Hr.
Fumble: Creature’s Dying value +1.
• Stop Bleeding: Creature is taking Persistent Bleed dmg. Medicine vs DC of effect that caused Bleed.
Success: Creature makes immediate Flat check vs DC 10 to stop Persistent dmg, but only 1/rd.
Fumble: Creature takes dmg equal to its Persistent Bleed dmg.
• Treat Poison [1A] (Medicine T)
Manipulate
Requirements: Holding or wearing Healer’s Toolkit.
Medicine vs Poison’s DC. Can try again after creature attempts another save vs poison.
Add Wounded value to DC when making Fort save vs Poisons afflicted by Strikes or physical contact.
Crit: Creature +4 Circumstance to next save vs poison.
Success: Creature +2 Circumstance to next save vs poison.
Fumble: Creature -2 Circumstance to next save vs poison.
• Command Animal [1A] (Nature U)
Concentrate Auditory
Nature vs Animal’s Will DC. DM may adjust DC if animal has good attitude, suggest action it was predisposed toward, or offer treat. Auto fail if animal is Hostile or Unfriendly. If animal is
Helpful, degree of success +1 step. Most animals know Drop Prone, Leap, Seek, Stand, Stride, and Strike actions. If animal knows activity, (Horse’s Gallop), can Command Animal to perform
activity, but must spend as many actions on Command an Animal as activity’s number of actions. Can also spend multiple actions to Command Animal to perform that number of basic actions
on its next turn; for instance, could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.
Success: Animal does as commanded on its next turn.
Fail: Animal is hesitant or resistant and does nothing.
Fumble: Animal misbehaves or misunderstands, and takes some other action determined by DM.
Commanded Animals
An animal is an independent creature with limited intelligence. Might instruct animal to move to square but not dictate specific path to get there, or command it to attack a creature
but not to make its attack nonlethal. DM decides specifics of action animal uses. Animal does what commanded as soon as it can, usually its first action on next turn. If
successfully commanded it multiple times, it does what it told in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command same
animal, DM determines how animal reacts. The DM might also make DC higher if someone has already tried to Command the Animal that round.
Minion (Trait) Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can’t use
reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an
Animal; for a minion that’s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a
verbal command, a single action with the auditory and concentrate traits. If given no commands, minions use the same action on the same target if able (Attacking
same creature until dead), use no actions except to defend themselves if previous command can’t be performed, or to escape obvious harm. If left unattended for long
enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please.
• Perform [1A] (Performance U)
Concentrate
When making a brief performance (one song, a quick dance, or a few jokes) use Perform action. This action is useful when want to prove capability or impressing someone quickly. Performing
rarely has an impact on its own, but it may influence DCs of subsequent Diplomacy checks vs observers - or even change their attitudes - if DM sees fit.
Crit: Performance impresses observers, and likely to share stories of performance.
Success: Observers appreciate quality of performance.
Fail: Performance falls flat.
Fumble: Performance demonstrates only incompetence.
Basic Competence
Some performances require to be more than just charismatic, and if don’t meet demands of art form or audience, DM might apply penalty based on relevant attribute. (Dancing and negative
Dex, might take penalty. Orating and negative Int, might take penalty or ask someone to help write speeches!)
Sample Perform Tasks Performance Additional Traits
Untrained Audience of Commoners Act or perform comedy Auditory Linguistic Visual
Trained Audience of Artisans Dance Move Visual
Expert Audience of Merchants or Minor Nobles Play an instrument Manipulate Auditory
Master Audience of High Nobility or Minor Royalty Orate or sing Auditory Linguistic
Legendary Audience of Major Royalty or Otherworldly Beings
• Conceal an Object [1A] (Stealth U)
Manipulate Secret
Hide a small object on person (Weapon of Light Bulk).
Stealth vs observer’s Perception DC. Once rolled same result is used no matter how many passive observers try to sneak it past. If creature is specifically searching for an item, it can attempt a
Perception vs Stealth DC (finding object on success).
Can also conceal object somewhere other than on person, (among undergrowth or secret compartment in a piece of furniture). Characters Seeking in an area compare Perception vs Stealth DC
to find object.
Success: Object remains undetected.
Fail: Searcher finds object.
• Hide [1A] (Stealth U)
Secret
Huddle behind Cover or Greater Cover or deeper into Concealment to become Hidden, rather than Observed.
Stealth vs Perception DC of each creature observed by but have Cover or Greater Cover against or are Concealed from.
+2 Circumstance for Cover or +4 Circumstance for Greater Cover.
Size Bonus/Penalty: Diminutive +4, Tiny +2, Small +1, Medium +0, Large -1, Huge -2, Gargantuan -4.
Success: If creature could see you, now Hidden instead of Observed. If Hidden from or Undetected by creature, retain that condition.
If hidden to a creature but then cease to have Cover or Greater Cover against it or be Concealed from it, become Observed again. Cease being Hidden if do anything except Hide, Sneak,
or Step (exceptions apply DM choice). If attempt to Strike a creature, creature remains Off-Guard against that attack, and then become Observed. If do anything else, become Observed
just before act unless DM determines otherwise. DM might allow to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If a
creature uses Seek to make Observed by it, must successfully Hide to become Hidden from it again.
• Sneak [1A] (Stealth U)
Move Secret
Stride ½ Speed. At end of move, Stealth vs Perception DC of each creature Hidden from or Undetected by at start of movement.
+2 Circumstance for Cover or +4 Circumstance for Greater Cover. If had throughout Stride.
Because moving, Taking Cover doesn’t apply. Auto Observed by creature if, at end of movement, neither Concealed from nor have Cover or Greater Cover against it.
Size Bonus/Penalty: Diminutive +4, Tiny +2, Small +1, Medium +0, Large -1, Huge -2, Gargantuan -4.
If Undetected by a creature and it’s impossible for that creature to observe you (Invisible, observer is Blinded, or in darkness and creature can’t see in darkness), for any Fumble get a Fail. Also
continue to be Undetected even if lose Cover or Greater Cover against or are no longer Concealed from such a creature.
Success: Undetected by creature during movement and remain undetected by creature at end of it. Become observed if do anything other than Hide, Sneak, or Step. If Strike creature,
creature remains Off-Guard vs attack, and then become Observed. If do anything else, become Observed just before act unless DM determines otherwise. DM might allow to perform a
particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If speak or make a deliberate loud noise, become Hidden instead of Undetected. If a
creature uses Seek and become Hidden to it as a result, must Sneak if want to become Undetected by that creature again.
Fail: A telltale sound or other sign gives position away, though still remain unseen. Hidden from creature throughout movement and remain so.
Fumble: Spotted! Observed by creature throughout movement and remain so. If Invisible and were Hidden from creature, instead of being Observed, Hidden throughout movement and
remain so.
Being Stealthy
If you want to sneak around when there are creatures that can see you, can use a combination of Hide and Sneak to do so.
• First, Hide behind something (by taking advantage of Cover or having Concealed condition (fog, a spell, etc.)). Successful become Hidden, creatures know roughly where you are.
• Second, Sneak. move ½ Speed and attempt another Stealth check. Successful, become Undetected. That means creatures don’t know which square in anymore.
If approaching creatures that didn’t know you were there, could begin Sneaking right away, since they didn’t know location to start with. Some actions can cause to become Observed
again, but they’re mostly what expect: standing out in open, attacking someone, making a bunch of noise, and so forth. If Strike after successfully Hiding or Sneaking, they’re Off-Guard
to that Strike. Creatures can try to find using Seek action.
Undetected
Off-Guard vs Undetected.
Creature must pick a square and attempt an attack. Flat check vs DC 11 to target with Attack, Spell, or other effect rolled in secret by DM. Who doesn’t reveal whether
attack missed due to failing flat check, failing attack roll, or choosing the wrong square.
Area effects aren’t affected.
A creature might be able to use Seek action to try to find you.
Off-Guard
-2 Circumstance AC.
Hidden
Off-Guard vs Hidden.
Flat check vs DC 11 to target with Attack, Spell, or other effect. If fail, not affected.
Area effects aren’t affected.
A creature might be able to use Seek action to try to observe. Must use Precise senses, or they remain Hidden, rather than observed.
Off-Guard
-2 Circumstance AC.
• Cover Tracks [1A] (Survival T)
Concentrate Move
No Survival check needed, but anyone tracking must succeed at a Survival vs Survival DC if it is higher than the normal DC to Track.
• Track [1A] (Survival T)
Concentrate Move
½ Speed
Attempt Survival to start Tracking, after every 1 min make check, and when something significant changes in trail.
Army usually Untrained 10 DC. Army marched through mud, DC5. Pursuing cunning survivalist using Cover Tracks might use their Survival DC as the DC to Track. If character is familiar
with terrain, might want to apply an easy adjustment.
Success: Find trail or continue following the one already following for up to 1 min.
Fail: Lose trail but can try again after a 1 min delay.
Fumble: Lose trail and can’t try again for 24 hrs.
• Disable Device [2A] (Thievery T)
Manipulate
Requirements: Holding or wearing Thieves’ Toolkit if Needed.
Device may require numerous successes before becoming disabled, depending on construction and complexity. Thieves’ Toolkit are helpful and sometimes even required to Disable Device,
and some devices requires a higher proficiency rank in Thievery to disable it.
Thievery check result determines how much progress is made.
Crit: Disable Device or achieve 2 successes toward disabling a complex device. Leave no trace of tampering, and can rearm device later, if that type of device can be rearmed.
Success: Disable Device or achieve 1 success toward disabling a complex device.
Fumble: Trigger device.
• Palm an Object [1A] (Thievery U)
Manipulate
Thievery vs Perception DCs of all creatures who are currently observing you. Take object whether or not successfully conceal that you did so. Can typically only Palm Objects of negligible
Bulk, DM might determine otherwise.
Success: Creature does not notice the Palming of Object.
Fail: Creature notices Palming of Object, and DM determines creature’s response.
• Pick Lock [2A] (Thievery T)
Manipulate
Requirements: Holding or wearing Thieves’ Toolkit.
Thievery vs Lock DC. Locks of higher qualities might require multiple successes to unlock. If lack proper toolkit, DM might let improvised picks, which are treated as shoddy toolkit,
depending on the specifics of lock.
Crit: Open lock, or 2 successes toward opening a complex lock. Leave no trace of tampering. +1 Success/10 over DC.
Success: Open lock, or 1 successes toward opening a complex lock. Leave behind dmg that indicates lock was picked on close scrutiny.
Fumble: Break Thieves’ Toolkit and leave behind obvious dmg
Special: Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an Infiltrator Thieves’ Toolkit).
Lock
Poor 2 Success DC 15
Simple 3 Success DC 20
Average 4 Success DC 25
Good 5 Success DC 30
Superior 6 Success DC 40
• Steal [1A] (Thievery U)
Manipulate
Thievery vs Perception DC of creature wearing object and any observers. DM may increase Perception DCs of these observers if they’re distracted.
This assumes object is worn but not closely guarded (carried pouch filled with coins, or object in pouch). -5 if object in pocket, held in a creature’s hand, or similarly protected.
Typically, Steal only object of negligible Bulk, and auto fail if creature who has object is in combat or on guard.
DM may increase DC if nature of object makes it harder to steal (small item in a large pack, or sheet of parchment mixed with other documents).
Success: Steal item without bearer noticing, or observer doesn’t see item taken.
Fail: Item’s bearer notices attempt before item taken, or observer sees item taken.
Other Actions
• Counteracting [No Action]
When attempting a counteract check, add relevant skill modifier or another appropriate modifier to check against target’s DC. If counteracting an affliction, DC is in affliction’s stat block. If
it’s a spell, use caster’s DC. DM can also calculate a DC based on target effect’s lvl. For spells, counteract check mod is spellcasting ability mod + spellcasting proficiency, + any bonuses and
penalties that specifically apply to counteract checks. What you can counteract depends on the check result and target’s lvl. If an effect is a spell, its lvl is counteract lvl.
Otherwise, halve its lvl and round up to determine counteract lvl. If an effect’s lvl is unclear and it came from a creature, ½ and round up creature’s lvl.
Crit: Counteract if counteract lvl is no more than 3 lvl higher than effects counteract lvl.
Success: Counteract if counteract lvl is no more than 1 lvl higher than effects counteract lvl.
Fail: Counteract if counteract lvl is lower than effects counteract lvl.
Fumble: Don’t counteract target.
Basic Exploration Activities (Common)
• Avoid Notice (Basic)
Exploration
½ Speed.
Stealth check to avoid notice. If Avoiding Notice at the start of an encounter, roll Stealth check to determine initiative and to see if enemies notice you.
• Cover Tracks (Survival T) (Basic)
Exploration Concentrate Move
½ Speed.
No Survival check needed, but anyone tracking must succeed at a Survival vs Survival DC if it is higher than the normal DC to Track.
• Defend (Basic)
Exploration
½ Speed.
If Defend at the start of an encounter, gain benefits of Raising a Shield before first turn begins.
• Detect Magic (Basic)
Exploration Concentrate
½ Speed.
Cast Detect Magic at normal intervals. No chance of accidentally overlooking a magic aura at 300’/min, must travel no more than 150’/min to detect magic auras before party moves into them.
• Follow the Expert (Basic)
Exploration Concentrate Auditory Visual
Choose an ally attempting a recurring skill check (Climbing, Performing, other) or performing a different Exploration tactic that requires a skill check (Avoiding Notice). Ally must be an
Expert+ in skill and willing to assist. Thanks to ally’s assistance, add lvl as a proficiency bonus to skill check, even if Untrained. Add +2 circumstance if Ally Expert, +3 Master, +4 Legendary.
• Hustle (Basic)
Exploration Move
Speed x 2. Hustle = Con x 30 Min.
If in a group that is Hustling, use lowest Con among everyone.
• Investigate (Basic)
Exploration Concentrate
½ Speed.
Recall Knowledge as a secret check to discover clues among things you see and engage with as you journey. Use any skill that has a Recall Knowledge action while Investigating, but DM
determines whether skill is relevant to the clues could find.
• Repeat a Spell (Basic)
Exploration Concentrate
½ Speed.
Repeatedly cast same spell. Typically, a Cantrip you want is in effect if combat breaks out, [2A] or less. To prevent fatigue due to repeated casting, likely use this only when something out of
the ordinary occurs. Repeating a spell that requires making complex decisions, such as figment, can make you fatigued, as determined by DM.
Can instead use this to continue Sustaining a Spell or Activation with a sustained duration. Most can be sustained for 10 min unless stated otherwise.
• Scout (Basic)
Exploration Concentrate
½ Speed.
Scout ahead and behind group to watch for danger. At start of next encounter, every creature in party gains +1 Circumstance to Initiative.
• Search (Basic)
Exploration Concentrate Secret
½ Speed.
Seek meticulously for hidden doors, concealed hazards, and so on. To be thorough and guarantee check everything move at 150’/min. If come across a secret door, item, or hazard while
searching, DM rolls free Secret Seek check to see if notice hidden object or hazard. In locations with many objects to search, have to stop and spend significantly longer to search thoroughly.
• Sustain an Effect (Basic)
Exploration Concentrate
½ Speed.
Sustain one effect with a Sustained duration. Most effects can be Sustained for 10 min, though some specify they can be sustained for a different duration. Sustaining an effect that requires
making complex decisions, such as spectral weapon, can make you fatigued, as determined by the GM.
• Track (Survival T) (Basic)
Exploration Concentrate Move
½ Speed
Attempt Survival to start Tracking, after 1 hr to continue tracking, and when something significant changes in trail.
Army usually Untrained 10 DC. Army marched through mud, DC5. Pursuing cunning survivalist using Cover Tracks might use their Survival DC as the DC to Track. If character is familiar
with terrain, might want to apply an easy adjustment. DM determines DCs for such checks, depending on freshness of trail, weather, and type of ground.
Success: Find trail or continue following one already following for up to 1 hr.
Fail: Lose trail but can try again after a 1-hr delay.
Fumble: Lose trail and can’t try again for 24 hrs.
Sample Track Tasks
Untrained Path of a large army following a road
Trained Relatively fresh tracks of a rampaging bear through plains
Expert Nimble panther’s tracks through a jungle, tracks obscured by rainfall
Master Tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rock
Legendary Old tracks through a windy desert’s sands, tracks obscured by a major blizzard or hurricane
Basic Exploration Activities (Uncommon)
• Catch Breath [10 min]
Exploration
Spend 1+ Vigor points. Gain HP per Vigor point spent.
Can’t spend Vigor points while Fatigued.
Strenuous activity (walking, fighting, casting spells, or similar adventuring activity) ruins Take a Break and must begin rest again to gain any benefit.
• Refocus [10 Min] Perform deeds to restore magical connection
Exploration Concentrate
Requirements: Less than Max “Focus” Points.
Restore 1 “Focus” Point.
Skill Exploration Activities
• Affix [10 Min] (Crafting T)
Exploration Manipulate
Attach an Affixed item to another item, placing it on a stable surface and working with both hands or attempt to detach an Affixed item from another item, transfer an Affixed item from one
item to another, or exchange an Affixed item on one item with another.
Crafting check to Affix item is based on Affixed item's lvl, specifically that of highest lvl item if exchanging two Affixed items. Using a repair kit generally makes check very easy.
Success: Successfully attach, detach, transfer, or exchange Affixed item.
Fail: Fail to attach, detach, transfer, or exchange Affixed item.
Fumble: Fail to attach, detach, transfer, or exchange Affixed item, and deal 2d6 dmg to Affixed item. Apply item's Hardness to this dmg. If trying to exchange two Affixed items, both
items take this dmg, applying each item's Hardness to its own dmg.
• Appraise [1 min] (U)
Examine an item and attempt to find its monetary value.
Exploration Concentrate Secret
-4 if has properties not identified yet. DM determines which skills apply.
Crit: Know exact cost of Item. +2 Circumstance to Haggle activities.
Success: Know what Item Costs. +0 Circumstance to Haggle activities.
Fail: Rough Guess what Item Costs. -2 Circumstance to Haggle activities.
Fumble: Think Know what item costs, but no Clue. -4 Circumstance to Haggle activities.
Following skills can be used to Appraise. If Trained in a Lore skill directly related to examined item, +2 Circumstance to check. In some cases, can get DM’s permission to use a different but
related skill, usually against a higher DC than normal.
Arcana: Magical items and components used to craft magical items, even if can’t craft such items.
Crafting: Components used for crafting an item of a type that can be crafted. +2 Circumstance if have a formula for an item that uses these components.
Nature: Precious metals, rare minerals, crystals and gemstones used to store value or are used as magic or crafting components
Occultism: Items of unknown or supernatural origin, that may not originate from this world, and may have a greater purpose
Religion: Sacred items of divine worship or anathema, of great importance to followers of that faith or collectors
Society: Objects of art such as paintings, sculptures, works of literature, luxury and ceremonial items
Thievery: Contraband and black market goods, stolen goods, and slave trade
DC’s by lvl DC Adjustments
lvl DC lvl DC lvl DC Rarity Adjustment
0 14 10 27 20 40 Uncommon +2
1 15 11 28 21 42 Rare +5
2 16 12 30 22 44 Unique +10
3 18 13 31 23 46
4 19 14 32 24 48
5 20 15 34 25 50
6 22 16 35 24 48
7 23 17 36 25 50
8 24 18 38
9 26 19 39
• Borrow an Arcane Spell [Daily Prep] (Arcana T)
Exploration Concentrate
Can attempt to prepare a spell from someone else’s spellbook. DM sets DC based on spell’s lvl and rarity.
Success: Prepare borrowed spell.
Fail: Fail to prepare spell, but spell slot remains available for you to prepare a different spell. Can’t prepare this spell until next time prepare spells.
Spell
Typ. DC DC Modifier DC Modifier
rank
Cantrip 15 +2 +2
1st 15 +5 +5
2nd 18 +10 +10
3rd 20
4th 23
5th 26
6th 28
7th 31
8th 34
9th 36
10th 41
• Coerce [1+ min conversation] (Intimidation U)
Exploration Concentrate Auditory Linguistic Emotion Mental
Conversation with a creature can see and that can either see or sense you. Intimidation vs Will.
Crit: Target gives information or agrees to follow directives if not harmed. Target continues to comply determined by DM not exceeding 1 day, then they become Unfriendly (if not
already Unfriendly or Hostile). Target is too scared to retaliate - at least in short term.
Success: As Crit, when target becomes Unfriendly, they might decide to act against you (reporting to authorities or assisting enemies).
Fail: Target doesn’t do what you say, and if not Unfriendly or Hostile, they become Unfriendly.
Fumble: Target refuses to comply, becomes Hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
• Decipher Writing [1 min/page of text or 1 hr/page for decrypting ciphers or the like] (Skill T)
Exploration Concentrate Secret
Text in a language you can read, DM may allow using Society to decipher text written in an unfamiliar language. DC sets DM based on state or complexity of document. DM may require one
check for a short text or check for each section of a larger text.
Crit: You understand the true meaning of the text.
Success: You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
Fail: You can’t understand the text and take a –2 Circumstance to further checks to decipher it.
Fumble: You believe you understand the text on that page, but you have in fact misconstrued its message.
Skill Type
Arcana Writing about magic or science.
Occultism Esoteric texts about mysteries and philosophy.
Religion Scripture.
Society Coded messages or archaic documents.
• Disable Sentry [1Min] (Stealth or Deception T)
Exploration Incapacitation Non-Lethal
Subtly approach an unsuspecting foe and use a swift, decisive blow to render them unconscious.
Roll Stealth (Ambush) or Deception (Unexpected attack, “sucker punch”) against target's Perception DC.
Success: Target does not see or suspect attack. Athletics or Non-Lethal Strike vs Fort DC
o Crit: Knock Sentry Unconscious 8 hr.
o Success: Knock Sentry Unconscious 1 hr.
o Fail: Immediately enter Encounter mode, rolling initiative with skill used in previous step. Target aware trying to hurt them.
Fail: Immediately enter Encounter mode, using roll as Initiative. Target aware trying to hurt them.
Fumble: Immediately enter Encounter mode, Auto last on initiative. Target aware trying to hurt them
• Gather Information [2+ hrs DM sets] (Diplomacy U)
Exploration Secret
Canvass local markets, taverns, and gathering places to learn about a specific individual or topic.
DM sets DC, along with benefit from spending coin on bribes, drinks, or gifts.
Success: Collect information about individual or topic.
Fumble: Collect incorrect information about individual or topic.
To set the DC to Gather Information, use a simple DC representing availability of information about subject. Adjust DC upward if the PC Gathering Information seeks in-depth information.
For example, if a character wants to Gather Information about a visiting caravan, might decide that a common person wouldn’t know much about it, but any merchant or guard would, so
learning basic facts uses simple DC for Trained proficiency. A caravan leader’s name is superficial, so discovering it might be DC 15 (simple trained DC). Learning identity of leader’s
employers, however, might be DC 20 if employers are more obscure.
Sample Gather Information Tasks
Untrained talk of the town
Trained common rumor
Expert obscure rumor, poorly guarded secret
Master well-guarded or esoteric information
Legendary information known only to an incredibly select few, or only to extraordinary beings
• Haggle [1+ min conversation]
Exploration Concentrate Linguistic Secret
Only used for items costing 10+ gp, or items of Uncommon and higher rarity.
Haggle is a multiple skill challenge. Each check, pick a skill. DM determines DC, usually skill DC of same skill used by player, or Will DC.
Can agree to price or refuse. Target can do same.
Starting price is 100% for art objects, gems, and raw materials buy or sell, and 100% for everything else unless selling then 50%.
Buyer may have to limit how much they can spend on item.
If price is increased above 120% of regular price, buyer gets +2 Circumstance on all Skill and Perception DCs during negotiation.
If price is decreased below 80% of regular price, seller gets +2 Circumstance on all Skill and Will DCs during negotiation.
Crit: Raise/Lower Price 10% and -1 Interested condition.
Success: Raise/Lower Price 5% and -1 Interested condition.
Fail: -1 Interested condition unless Raise/Lower Price 5% in Targets favor.
Fumble: -1 Interested condition and an additional -1 Interested condition unless Raise/Lower Price 5% in Targets favor.
Skills used during negotiation. Can get DM’s permission to use a different but related skill, usually vs higher DC than normal.
Deception:
Success/Crit: Raise/Lower Price Additional 5%. If Interested condition decreases, it decreases an added -1.
Fail/Fumble: Can’t use this skill again during this activity.
Diplomacy: Default skill. May do one final check when loses Interested condition.
Lore: Lore topic must be related to item. +1 Circumstance to any Lore check if Target is Trained in same Lore and recognizes you as knowledgeable.
Performance: May be used to make a scene by drawing attention of a crowd of customers or onlookers. If Seller is afraid of negative influence, +2 Circumstance to next check as long
as it is not Performance. If benefit from this circumstance bonus can’t make another Performance check during this activity.
Default skill for Auction among multiple buyers. If only Performance is used for all negotiation checks during Auction, price cannot be lowered on Fail/Fumble.
Thievery: +1 Circumstance to any Thievery check if on black market or peddling illegal or stolen goods.
• Identify Alchemy [10 min] (Crafting T)
If Item is of Common rarity and identifiers lvl or lower no check is needed to find out what item it is.
Exploration Concentrate Manipulate Secret
Identify nature of an alchemical item, if interrupted, must start over.
-2 Item to Craft, If don’t have Toolkit, Alchemist.
Success: Identify item and means of activating it.
Fail: Fail to identify item but can try again.
Fumble: Misidentify item as another item DM’s choice.
• Identify Magic [10 min] (Tradition Skill T)
Exploration Concentrate Secret
Discovered an item, location, or ongoing effect is magical. If interrupted, must start over.
DM sets DC for check. Cursed or esoteric magic has higher DC’s or impossible to identify using this activity. Heightened spells don’t increase DC.
Crit: Learn all attributes of magic, name (effect), what it does, means of activating (location), and if cursed.
Success: Location, get sense of what it does and means of activating. Ongoing effect (spell with duration), learn name (effect), what it does. Can try again in hopes of a Crit.
Fail: Fail to identify magic and can’t try again for 1 day.
Fumble: Misidentify magic as another DM’s choice.
Tradition Skill
Arcane Arcana
Divine Religion
Occult Occultism
Primal Nature
• Identify Magic Item [10 min] (Craft Skill T)
If Item is of Common rarity and identifiers lvl or lower no check is needed to find out what item it is.
Exploration Concentrate Manipulate Secret
Identify nature of a magic item, if interrupted, must start over.
-2 Status to Craft, If don’t have appropriate Specialty Crafting (Magical) Skill Feat.
Crit: Learn all the attributes of magic item, including its name (for an effect), what it does, any means of activating it, and whether it is cursed.
Success: Identify Item and means of activating it.
Fail: Fail to identify item and can try again.
Fumble: Misidentify item as another item DM’s choice.
• Impersonate [10 min] (Deception U)
Exploration Concentrate Manipulate Secret
Requirements: Disguise Toolkit.
Create a disguise to pass off as someone or something you are not.
Simpler, quicker disguise might do job if not trying to imitate a specific individual, at DM’s discretion.
Creatures can detect deception only if they use Seek action for a Perception vs your Deception DC.
If interact with someone while disguised, DM rolls secret Deception check vs creature’s Perception DC instead.
If disguised as a specific individual, DM might give interacted creatures a Circumstance bonus based on how well they know person imitating, or DM may roll secret Deception check even if
aren’t directly interacting with others.
Success: Trick creature into thinking person disguised as. May need new check if behavior changes.
Fail: Creature can tell not who claim to be.
Fumble: Creature can tell not who claim to be, and they recognize you if it would know you without a disguise.
• Learn a Spell [1 hr/spell rank] (Tradition Skill T)
Exploration Concentrate
Requirements: Spellcasting class feature, and spell to learn is on magical tradition’s spell list.
Gain access to new spell from someone who knows spell or from magical writing (spellbook or scroll). Add spell to spellbook; Add spell to spell list; Add spell to spell repertoire.
If can cast spells of multiple traditions, can Learn a Spell of any of those traditions, but must use corresponding skill to do so. (Cleric with Bard multiclass archetype, couldn’t use Religion to
add an Occult spell to Bardic spell repertoire must be Occultism).
To learn spell, must do following:
• Spend 1 hour/spell rank, during which must remain in conversation with a person who knows spell or have magical writing in possession.
• Materials equal to price below.
• Skill check vs tradition DC. Uncommon or Rare spells have higher DCs.
Crit: Expend ½ materials and learn spell.
Success: Expend materials and learn spell.
Fail: Fail to learn spell, can try again after gain lvl. Materials aren’t expended.
Fumble: Fail to learn spell, can try again after gain lvl. Expend ½ materials.
Spell rank Price Typ. DC Tradition Skill
Cantrip 1 gp 15 Arcane Arcana
1st 2 gp 15 Divine Religion
2nd 6 gp 18 Occult Occultism
3rd 16 gp 20 Primal Nature
4th 36 gp 23
5th 70 gp 26
6th 140 gp 28
7th 300 gp 31 DC Modifier
8th 650 gp 34 +2 Uncommon
9th 1,500 gp 36 +5 Rare
10th 7,000 gp 41 +10 Unique
• Make an Impression [1+ min conversation] (Diplomacy U)
Exploration Concentrate Auditory Linguistic Mental
End of conversation, Diplomacy vs Will DC of one target. Can choose up to 5 targets if take -2. Last for only current social interaction unless DM decides otherwise.
Crit: Improve target’s attitude 2 steps.
Success: Improve target’s attitude 1 step.
Fumble: Decrease target’s attitude 1 step.
Helpful Willing to help and responds favorably to requests.
Friendly Has a good attitude but won’t necessarily stick their neck out to help.
Indifferent Doesn’t care either way. (Most NPCs start out indifferent.)
Unfriendly Dislike and doesn’t want to help.
Hostile Actively works against you - and might attack.
• Repair [10 min] (Crafting U)
Exploration Manipulate
Requirements: Holding or wearing Repair Toolkit. Item is not Destroyed.
Fix a dmged item, this requires both hands, a Repair Toolkit, and a flat surface like a table or tree stump. DM sets DC, usually same DC to Craft.
Repair Untrained Trained Expert Master Legendary
Crit 10 hp 20 hp 30 hp 40 hp 50 hp
Success 5 hp 10 hp 15 hp 20 hp 25 hp
Fumble Deal 2d6 dmg to item. Apply Hardness to dmg.
• Salvage [1hr] (Crafting T)
Salvage an item for parts.
Exploration Manipulate
To Salvage an item, must meet following requirements.
• Item is lvl or lower. If item doesn’t list a lvl then it is 0. Expert to craft 6+ lvl, Master to craft 9+ lvl, and Legendary to craft 16+ lvl.
• Item isn't a Cursed item, Artifact, or other item that is similarly hard to destroy.
• Item isn't a Consumable item.
• Item has a listed Price.
• -2 Circumstance to Craft, If don’t have appropriate environment (Smithy to forge a metal shield, Alchemist’s lab to create alchemical Items, etc.).
• -2 Status to Craft, If don’t have the appropriate Specialty Crafting Skill Feat.
• -2 Item to Craft, If don’t have the appropriate toolkit to craft item (Alchemist Toolkit, etc.).
Roll a Crafting check against item’s Craft DC.
Crit: Add amount listed on Craft: Crafting Material Cost Reduction for item’s lvl and Proficiency to Material Trove.
Success: Add amount listed on Craft: Crafting Material Cost Reduction for item’s lvl and Proficiency to Material Trove.
Fail: Add ½ amount listed on Craft: Crafting Material Cost Reduction for item’s lvl and Proficiency to Material Trove.
Fumble: Fail to Salvage item and dmg it in process. Item loses 10% of Salvage Max.
Can continue salvaging an item for multiple hours without rolling again until recovered item’s Salvage Max is recovered, after which item is destroyed. DM determines item’s Salvage Max,
never greater than 75% of item’s Price and is typically 50% or lower based on item’s condition. DM’s discretion may sometimes be able to salvage special materials or treasure worth same
amount instead.
• Sense Direction [1 Min] (Survival U)
Exploration Secret
Survival check. -2 without a compass.
DM sets DC and how long this activity takes (usually a min).
Trained DC (normal wilderness), Expert (deep forest or underground), Master (featureless or tricky locations), or Legendary (weird or surreal environments on other planes).
Crit: Excellent sense of where you are. If in an environment with cardinal directions, know them exactly.
Success: Gain enough orientation to avoid becoming hopelessly lost. If in an environment with cardinal directions, you have a sense of those directions.
Sense Direction Tasks
Untrained Determine a cardinal direction using the sun
Trained Find an overgrown path in a forest
Expert Navigate a hedge maze
Master Navigate a byzantine labyrinth or relatively featureless desert
Legendary Navigate an ever-changing dream realm
• Squeeze [Varies] (Acrobatics T)
Exploration Move
Squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are Difficult Terrain can move through more quickly and without a
check.
Crit: 10’/1 min of squeezing.
Success: 5’/1 min of squeezing.
Fumble: Stuck. While stuck, spend 1 min to attempting another Acrobatics check same DC. Any result other than Fumble makes unstuck.
Sample Squeeze Tasks
Trained Space barely fitting your shoulders
Master Space barely fitting your head
• Treat Wounds [10 min] (Medicine T)
Exploration Manipulate Healing
Requirements: Holding or wearing Healer’s Toolkits.
Treat one injured living creature (yourself or others).
Target can’t be treated again with Treat Wounds actions for 1 hr, interval overlaps with time spent treating (patient can be treated 1/hr).
Circumstances can change DC, (treating patient outside in a storm, treating magically cursed wounds). If succeed at check, can continue treating target to grant added healing. If treat it for a
total of 1 hr, double HP regained from Treat Wounds.
State DC before roll. Fail: Target regains no HP. Fumble: Target takes 1d8 dmg
Treat Wounds
Proficiency DC + Wounded Success Crit
Trained 15 2d8 HP 2d8+16 HP
Expert 20 2d8+10 HP 2d8+36 HP
Expert 25 2d8+20 HP 2d8+56 HP
Master 30 2d8+35 HP 2d8+86 HP
Master 35 2d8+55 HP 2d8+126 HP
Legendary 40 2d8+85 HP 2d8+186 HP
Trained 20 -1 Wounded Condition / day
Master 30 -2 Wounded Condition / day
Legendary 40 -3 Wounded Condition / day
Downtime Activities
• Forced March
Exploration
Miles per day assumes characters travel for 8 hrs/day. For each +1 hour of travel beyond 8 hrs, characters cover distance shown in Hour column, (Con + Str)/2 vs DC 10 + 2/hour
past 8.
Fail: Fatigued;
Fumble: Fatigued & Enfeebled 1 until Rest 8 Hrs.
• Rest
Downtime
• Short [8 hrs]
1/24 hrs, sleep or light activity: reading, talking, eating, or standing watch for no more than 2 hrs.
• Regain All HP.
• Regain ½ Vigor Points (round up Min 1).
• Lose Fatigued condition, sleeping in armor prevents.
• -1 Doomed condition.
• -1 Drained condition.
• -1 Wounded condition.
Sleeping in armor, Fatigued condition.
16 hrs no sleep, Fatigued condition. (can’t recover until rest 6+ continuous hrs).
Strenuous activity (1 hr walking, fighting, casting spells, or similar adventuring activity) ruins Short Rest and must begin rest again to gain any benefit.
• Long [16 hrs]
1/24 hrs, sleep or light activity: reading, talking, eating, or standing watch for no more than 2 hrs.
• Regain All HP.
• Regain All Vigor Points.
• Lose Fatigued condition, sleeping in armor prevents.
• -1 Doomed condition.
• -1 Drained condition.
• -1 Wounded condition.
Sleeping in armor, Fatigued condition.
16 hrs no sleep, Fatigued condition. (can’t recover until rest 6+ continuous hrs).
Strenuous activity (1 hr walking, fighting, casting spells, or similar adventuring activity) ruins Short Rest and must begin rest again to gain any benefit.
• Daily Preparations [1 hr]
1/24 hrs, After Short or Long Rest
Preparing includes following:
• Spellcasters can regain spells for day.
• Focus Points, other abilities that refresh during Daily Prep, and limited abilities (#/day), including magic item uses, are reset.
• Don armor and equip weapons and other gear.
• Invest in up to 10 worn magic items to gain their benefits for day.
• Watches and Surprise Attacks
Watches and Rest indicates how long group needs to set aside for rest, everyone gets a rotating watch assignment of equal length.
If a surprise encounter occurs during rest, can roll a die to randomly determine which character is on watch at time.
All characters roll initiative, sleeping characters Roll Perception -4 Status for being unconscious.
They don’t automatically wake up when rolling initiative, but they might roll a Perception check to wake up at start of their turn due to noise.
If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character’s watch automatically.
However, you might have ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach.
Watches and Rest
Duration of Each
Group Size Total Time
Watch
2 16 Hrs 8 Hrs
3 12 Hrs 4 Hrs
4 10 Hrs, 40 Min 2 Hrs, 40 Min
5 10 Hrs 2 Hrs
6 9 Hrs, 36 Min 1 Hr, 36 Min
• Retraining
Downtime
Retraining offers a way to alter some of your character choices, which is helpful when you want to take character in a new direction or change decisions that didn’t meet expectations. Can
retrain feats, skills, and some selectable class features. Can’t retrain Ancestry, Heritage, Background, Class, or Ability scores. Can’t perform other Downtime activities while retraining.
Retraining usually requires spending time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. DM determines whether
getting proper training or whether something can be retrained at all. In some cases, have to pay instructor. Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can
retrain their bloodline only in extraordinary circumstances).
When retraining, generally can’t make choices couldn’t make when selected original option. (can’t exchange a 2 nd rank skill feat for a 4th rank one, or for one that requires prerequisites didn’t
meet at the time took original feat. If don’t remember whether met prerequisites at the time, ask DM to make the call. If cease to meet prerequisites for an ability due to retraining, can’t use that
ability. Might need to retrain several abilities in sequence to get all abilities want.
• Feats [1 Week/Feat]
Retrain a feat and replace it with another of same type. (skill for skill, not wizard). If retrain a Prerequisite feat, all later feats in chain become dormant and can’t be used till retrained.
• Skill Initial [1 Week]
Retrain 1 initial Trained skill gained during character creation.
• Skill Increase [1 Week]
Reduce proficiency rank in 1 skill by one step and increase proficiency rank in another skill by one step. New rank has to be equal to or lower than the original proficiency rank you
traded away. (M in Performance and Stealth, and E in Occultism, reduce Stealth to E and raise Occultism to M, can’t make Performance L. Keep track of lvl when reassign skill
increases; the lvl at which skill proficiencies changed can influence ability to retrain feats with skill prerequisites.
• Class Features [1+ Month]
Change a class feature that required a choice, making a different choice instead. This lets you change a Druid order or Wizard school, for example. DM will tell how long this takes.
Downtime Skill Activities
• Craft (Crafting T)
Downtime Manipulate
Can make an item from raw materials.
To Craft must meet following requirements:
Item is lvl or less. If item doesn’t list a lvl then it is 0. Expert to craft 6+ lvl, Master to craft 9+ lvl, and Legendary to craft 16+ lvl.
Have formula for item. Don't need formula if in a settlement and Common item of settlement's lvl or less, or item of settlement's lvl or less to which have access.
-2 Circumstance to Craft, If don’t have the appropriate environment (Smithy to forge a metal shield, Alchemist’s lab to create Alchemical Items, etc.).
-2 Status to Craft, If don’t have the appropriate Crafting Skill Feat.
-2 Item to Craft, If don’t have the appropriate toolkit to craft item (Alchemist Toolkit, etc.).
Does not have Fatigued condition.
DM determines Craft DC of item based on lvl, rarity, and any other circumstances.
1. Can rush Item during crafting process to detriment of its sale value. If rush crafting process, reduce value of materials needed to complete item by x10, though item gains Tinkered
trait, causing it to have no market Price.
2. Supply raw materials worth 40% item’s Price. Can use Lore skill or other appropriate check and Crafting Material Cost Reduction to pay this cost making checks as needed. If in a
settlement, can usually spend currency to get amount of raw materials needed, except in case of rarer precious materials.
3. Spend Initial Time & attempt a Crafting check. (T) 1 day/item lvl (lvl 0 is 1/2 day), (E) 1/2 day/item lvl (lvl 0 is 1/4 day), (M) 1/4 day/item lvl (lvl 0 is 1/8 day), (L) 1/8 day/item lvl (lvl 0 is
1
/16 day). Initial Time is ½ if have Formula
Crit: Attempt successful. Add +1 days activity’s Cost to project’s Current Value.
Success: Attempt successful.
Fail: Attempt Fail. Can salvage raw materials supplied for their full value. Must start over to try again.
Fumble: Attempt Fail. Ruin 10% of raw materials supplied, can salvage rest. Must start over to try again.
4. This is project’s Current Value, and it will increase when completing Crafting checks. When Current Value equals item’s Price, project is complete.
5. If in a settlement, can pay remaining portion of item’s Price in materials to complete item immediately if item is settlements lvl or less, or can spend added downtime days working.
6. Choose amount of time to spend crafting: 1 day, 1 week, 1 month. Time spent, along with lvl, determines max Cost of this activity. At end of duration, make a Craft check.
Crit: Attempt successful. Add x2 this activity’s Cost to project’s Current Value.
Success: Attempt successful. Add this activity’s Cost to project’s Current Value.
Fail: Attempt Fail. Add ½ this activity’s Cost to project’s Current Value.
Fumble: Attempt Fail. Deduct this activity’s Cost from project’s Current Value. If this reduces project’s Current Value below 0, project is ruined and must be started again.
7. If difference between project’s Current Value and its Price is less than this activity’s max Cost, can forgo Crafting check.
May Make Shoddy Item
Consumables and Ammunition
• Craft Consumable items in batches up to 4 of same item at once with a single check. Must include raw materials for all items in batch at start and must complete batch all at once.
• Any consumable that is not made in a batch treats its lvl as ½ normal.
• Craft ammunition in batches, using quantity listed (typically 10).
Crafting Material Cost Reduction
(T) (M) (M) (M) (L) (L)
Lvl (T) Day (T) Week (E) Day (E) Week (E) Month (L) Month
Month Day Week Month Day Week
1 4 sp 2 gp, 8 sp 11 gp, 2 sp 8 sp 5 gp, 6 sp 22 gp, 4 sp
2 6 sp 4 gp, 2 sp 16 gp, 8 sp 1 gp, 2 sp 8 gp, 4 sp 33 gp, 6 sp
3 1 gp 7 gp 28 gp 2 gp 14 gp 56 gp
4 1 gp, 5 sp 10 gp, 5 sp 42 gp 3 gp 21 gp 84 gp
5 2 gp 14 gp 56 gp 4 gp 28 gp 112 gp
6 3 gp 21 gp 84 gp 6 gp 42 gp 168 gp
7 4 gp 28 gp 112 gp 8 gp 56 gp 224 gp 16 gp 112 gp 448 gp
8 5 gp 35 gp 140 gp 10 gp 70 gp 280 gp 20 gp 140 gp 560 gp
9 6 gp 42 gp 168 gp 12 gp 84 gp 336 gp 24 gp 168 gp 672 gp
10 7 gp 49 gp 196 gp 14 gp 98 gp 392 gp 28 gp 196 gp 784 gp
11 10 gp 70 gp 280 gp 20 gp 140 gp 560 gp 40 gp 280 gp 1120 gp
12 12 gp 84 gp 336 gp 24 gp 168 gp 672 gp 48 gp 336 gp 1344 gp
13 14 gp 98 gp 392 gp 28 gp 196 gp 784 gp 56 gp 392 gp 1568 gp
14 16 gp 112 gp 448 gp 32 gp 224 gp 896 gp 64 gp 448 gp 1792 gp
15 20 gp 140 gp 560 gp 40 gp 280 gp 1120 gp 80 gp 560 gp 2240 gp 160 gp 1120 gp 4480 gp
16 26 gp 182 gp 728 gp 52 gp 364 gp 1456 gp 104 gp 728 gp 2912 gp 208 gp 1456 gp 5824 gp
17 30 gp 210 gp 840 gp 60 gp 420 gp 1680 gp 120 gp 840 gp 3360 gp 240 gp 1680 gp 6720 gp
18 40 gp 280 gp 1120 gp 80 gp 560 gp 2240 gp 160 gp 1120 gp 4480 gp 320 gp 2240 gp 8960 gp
19 60 gp 420 gp 1680 gp 120 gp 840 gp 3360 gp 240 gp 1680 gp 6720 gp 480 gp 3360 gp 13440 gp
20 80 gp 560 gp 2240 gp 160 gp 1120 gp 4480 gp 320 gp 2240 gp 8960 gp 640 gp 4480 gp 17920 gp
Day
Use a Day (or Daily) check whenever crafting during downtime for less than a week.
Week
Use a Week (or Weekly) check whenever crafting during downtime for a week.
Month
Use a Month (or Monthly) check whenever crafting during downtime for a Month or more.
• Material Trove
If frequently use the Craft activity as an Exploration activity - or on road where materials can’t easily be bought - it can be tedious to track available materials and their values. The Material
Trove provides a streamlined way to track common crafting materials.
A Material Trove stores general-purpose crafting materials. Amount and quality of these materials are represented by a value in gp. This value can be increased by purchasing generic crafting
materials with currency or by using Lore skill or other appropriate check and Crafting Material Cost Reduction to add to this cost making checks as needed. Contents of a Material Trove can
only be used to Craft.
• Trove Bulk
An alchemist that stays in town with a dedicated workspace always has convenient access to materials and space to store them. However, an adventurer on road may be forced to
travel light, with space for their materials confined to a wagon or backpack.
If need to determine Bulk of Material Trove, consult Crafting Material Cost Reduction table. Materials worth listed Week limit for current lvl take up 2 Bulk. Since crafters of a
higher lvl create higher-lvl items, and higher-lvl items require more expensive and high-quality materials, higher-lvl characters store more value in same amount of space.
This rule can be used to determine value of a trove with any given bulk or bulk of a trove worth any amount.
Example Trove
4th lvl Expert crafter can fill a chest with a 2 Bulk Artisan’s Toolkit and a 6 Bulk trove. This trove would be worth 63 gp and could be used for 3 weeks of crafting. If this same
chest was filled by an 8th lvl Master crafter, their 6 Bulk trove would be worth 420 gp, but it would still be sufficient for 3 weeks of crafting.
• Formulas
Formulas are instructions for producing items with Craft and Quick Craft activities. A collection of formulas is called a formula book, though it need not be an actual book or anything
resembling one. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. Like any other item, formulas can be purchased and made with Craft activity, though can't
make a temp formula with Quick Craft activity. A formula's lvl and rarity are equal to that of item it produces, and its price is listed below. Crafting a formula generally requires reverse
engineering item it produces or copying another formula for same item. Can't Craft a formula for a unique item, and formulas for such items do not exist.
• Buying Formulas
Item Formula Item Formula
Lvl Price Lvl Price
0* 5 sp 11 70 gp
1 1 gp 12 100 gp
2 2 gp 13 150 gp
3 3 gp 14 225 gp
4 5 gp 15 325 gp
5 8 gp 16 500 gp
6 13 gp 17 750 gp
7 18 gp 18 1,200 gp
8 25 gp 19 2,000 gp
9 35 gp 20 3,500 gp
10 50 gp
* Formulas for all 0 lvl Common items can be
purchased collectively in a basic crafter’s book.
• Copy Formula [1 hr] (Crafting T)
Copy a formula into formula book either from a schematic or directly from someone else’s formula book.
• Reverse-Engineer Formula [Same time as Crafting Item] (Crafting T)
If have an item, can try to reverse-engineer its formula. Must first disassemble item. After base downtime, attempt Crafting check vs same DC it would take to Craft
item.
Success: Craft formula at its full Price and can keep working to reduce Price as normal.
Fail: Left with raw materials and no formula.
Fumble: Left with 90% of raw materials and no formula.
Item’s disassembled parts are worth half its Price in raw materials and can’t be reassembled unless successfully reverse-engineer formula or acquire formula another
way. Reassembling item from formula works just like Crafting it from scratch; use disassembled parts as necessary raw materials.
• Create Forgery [1 Day to 1 Week] (Society T)
Downtime Secret
Requirements: Provide proper writing materials for forgery.
Must have seen a similar document to be forged. Need a sample of a person’s handwriting to make a copy of their handwriting.
Secret DC 20 Society check. If document’s handwriting is not specific to a person, +4 Circumstance to check, as well as to DC.
Succeed: Passive observers don’t notice the fake. Those who carefully examine document can attempt Perception or Society vs Your Society DC.
o Success: Observer knows document is a forgery.
o Fail: Observer does not detect forgery.
Fail: forgery has some obvious signs of being a fake, DM compares result to each passive observer’s Perception DC or Society DC, whichever is higher, using success or failure results
below. Once DM rolls check for a document, that result is used against all passive observers’ DCs no matter how many creatures passively observe that document.
o Success: Observer does not detect forgery.
o Fail: Observer knows document is a forgery.
• Earn Income (Crafting, Lore, Performance, Other T)
Downtime
Use one Trained skill to make money during downtime.
Task lvl = up to lvl of settlement where character is located.
Can search for lower-lvl tasks. Can search for higher-lvl tasks by using Diplomacy to Gather Information.
DM secretly sets DC of skill check. After first day of work, roll to determine earnings. Gain income based on result, task’s lvl, and proficiency.
Can continue working on subsequent days no roll needed. For each day earn same amount as first day, until task’s completion. DM determines how long task takes. Most last a week or two,
though some take months or years.
Crit: Outstanding work. Gain amount listed for task lvl + 1 and proficiency.
Success: Competent work. Gain amount listed for task lvl and proficiency.
Fail: Shoddy work. Gain amount listed for task lvl failure column. DM will likely reduce how long you can continue at task.
Fumble: Earn nothing for work and are fired immediately. Can’t continue at task. Reputation suffers, potentially making it difficult to find rewarding jobs in that community in future.
Income Earned
Task
Failure Trained Expert Master Legendary
Lvl
0 1 cp 5 cp 5 cp 5 cp 5 cp
1 2 cp 2 sp 2 sp 2 sp 2 sp
2 4 cp 3 sp 3 sp 3 sp 3 sp
3 8 cp 5 sp 5 sp 5 sp 5 sp
4 1 sp 7 sp 7 sp 7 sp 7 sp
5 2 sp 9 sp 1 gp 1 gp 1 gp
6 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp
7 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp
8 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp
9 6 sp 3 gp 4 gp 4 gp 4 gp
10 7 sp 4 gp 5 gp 6 gp 6 gp
11 8 sp 5 gp 6 gp 8 gp 8 gp
12 9 sp 6 gp 8 gp 10 gp 10 gp
13 1 gp 7 gp 10 gp 15 gp 15 gp
14 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp
15 2 gp 10 gp 20 gp 28 gp 32 gp
16 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp
17 3 gp 15 gp 30 gp 45 gp 55 gp
18 4 gp 20 gp 45 gp 70 gp 90 gp
19 6 gp 30 gp 60 gp 100 gp 130 gp
20 8 gp 40 gp 75 gp 150 gp 200 gp
20 Crit - 50 gp 90 gp 200 gp 300 gp
Sample Earn Income Tasks
These examples use Alcohol Lore in bar / Legal Lore perform legal work.
Trained Bartend / Do legal research
Expert Curate drink selection / Present minor court cases
Master Run a large brewery / Present important court Cases
Legendary Run an international brewing franchise / Present a case in Hell’s courts
Crafting Goods for the Market (Crafting)
Using Crafting can work at producing common items for market. It’s usually easy to find work making basic items whose lvl is 1 or 2 below settlement’s lvl. Higher-lvl tasks represent special
commissions, which might require you to Craft a specific item using Craft Downtime activity and sell it to a buyer at full Price. These opportunities don’t occur as often and might have special
requirements - or serious consequences if disappoint a prominent client.
Practicing a Trade (Lore)
Apply practical benefits of a Lore specialties during downtime by practicing trade.
This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. DM might increase DC or determine only low-lvl tasks are available if
attempting to use an obscure Lore skill to Earn Income. Might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a
market.
Staging a Performance (Performance)
Perform for an audience to make money. Available audiences determine lvl of task, since more discerning audiences are harder to impress but provide a bigger payout. DM determines task lvl
based on audiences available. Performing for a typical audience of commoners on street is a lvl 0 task, but a performance for a group of artisans with more refined tastes might be a 2 nd or 3rd lvl
task, and ones for merchants, nobility, and royalty are increasingly higher lvl.
Degree of success determines whether moved audience and whether you were rewarded with applause or rotten fruit.
• Subsist [8+ hrs] (Society in settlement, Survival in wild U)
Downtime
-5 if Less than 8 hrs
DM determines DC based on nature of place trying to Subsist. Simple DC is usually sufficient, with a Trained DC for a typical situation. Use disposition of environment or city as a guide; an
environment with scarce resources or a city with little tolerance for transience might require an Expert or higher DC.
Crit: Provide Poor living for you and 1 creature or improve food and shelter for you to Modest living.
Success: Provide Poor living for you.
Fail: Provide Squalid living for you and find ½ food required, become Fatigued until attain sufficient shelter and rest 8hrs.
Fumble: Provide Wretched living for you. Find no food and ½ water required, become Fatigued until attain sufficient shelter and rest 8hrs. -2 Circumstance Subsist checks for 1 week.
Attract trouble, eat something you shouldn’t, or otherwise worsen situation.
This covers room and board.
Standard of Living Day Week (10 day) Month Year Sample Subsist Tasks
Wretched - - - - Untrained Lush forest with calm weather or a large city with plentiful resources
Squalid 5 cp 5 sp 2 gp 24 gp Trained Typical hillside or village
Poor * 1 sp 1 gp 4 gp 48 gp Expert Typical mountains or insular hamlet
Modest # 2 sp 2 gp 8 gp 96 gp Master Typical desert or city under siege
Comfortable # 2 gp 20 gp 80 gp 960 gp Legendary Barren wasteland or city of undead
Wealthy # 4 gp 40 gp 160 gp 1,920 gp
Aristocratic # 10 gp min 100 gp 400 gp 4,800 gp
* Attempt to Subsist using Society or Survival for free.
# Covers cost of maintaining equipment.
Wretched: Live in inhumane conditions. With no place to call home, shelter wherever can, sneaking into barns, huddling in old crates, and relying on good graces of people better off than. A
wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent
a fortune by their standards. Beneath notice of most people.
Squalid: Live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in worst part of town. Have shelter from elements, but live in a desperate and often
violent environment, in places rife with disease, hunger, and misfortune. Beneath notice of most people and have few legal protections. Most people at this lifestyle lvl have suffered some
terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
Poor: Going without comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant,
experience. Accommodations might be a room in a flophouse or in common room above a tavern. Benefit from some legal protections, but still have to contend with violence, crime, and
disease. People at this lifestyle lvl tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
Modest: Keep out of slums and ensures can maintain equipment. Live in an older part of town, renting a room in a boarding house, inn, or temple. Don't go hungry or thirsty, and living
conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and like.
Comfortable: Can afford nicer clothing and can easily maintain equipment. Live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. Associate with merchants,
skilled tradespeople, and military officers.
Wealthy: Living a life of luxury, though might not have achieved social status associated with old money of nobility or royalty. Live a lifestyle comparable to that of a highly successful
merchant, a favored servant of royalty, or owner of a few small businesses. Have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You
likely have a small staff of servants.
Aristocratic: Live a life of plenty and comfort. Move in circles populated by most powerful people in community. Have excellent lodgings, perhaps a townhouse in nicest part of town or
rooms in finest inn. Dine at best restaurants, retain most skilled and fashionable tailor, and have servants attending to every need. Receive invitations to social gatherings of rich and powerful,
and spend evenings in company of politicians, guild leaders, high priests, and nobility. Must also contend with highest levels of deceit and treachery. Wealthier you are greater chance will be
drawn into political intrigue as a pawn or participant.
• Treat Disease [8+ hrs] (Medicine T)
Downtime Manipulate
Requirements: Holding or wearing Healer’s Toolkit.
Medicine vs Disease’s DC. Can’t try again until after creature’s next save vs disease.
Add Wounded value to DC when making Fort save vs Diseases afflicted by Strikes or physical contact.
Crit: +4 Circumstance to next save vs Disease.
Success: +2 Circumstance to next save vs Disease.
Fumble: -2 Circumstance to next save vs Disease.
Simple DC’s DC’s by lvl DC’s by Spell rank* DC Adjustments
Spell
Proficiency Rank DC lvl DC lvl DC DC Difficulty Adjustment Rarity
rank
st
Untrained 10 0 14 13 31 1 15 Incredibly Easy -10 -
Trained 15 1 15 14 32 2nd 18 Very Easy -5 -
Expert 20 2 16 15 34 3rd 20 Easy -2 -
Master 30 3 18 16 35 4th 23 Hard +2 Uncommon
Legendary 40 4 19 17 36 5th 26 Very Hard +5 Rare
5 20 18 38 6th 28 Incredibly Hard +10 Unique
6 22 19 39 7th 31
7 23 20 40 8th 34
8 24 21 42 9th 36
9 26 22 44 10th 39
10 27 23 46 * If Uncommon or
11 28 24 48 Rare, or Unique
12 30 25 50 adjusted accordingly.