Category: Rules


  AlightA creature that is alight is on fire. They: Take 1d4 fire damage plus 1d4 damage for every turn they’ve been alight at the start of their turn. As a full round action, a creature can fall prone and roll to put themselves out, removing this effect. Submersion in non-flammable liquid will also end […]

Actions in Combat

  Aid Another Characters may work to create openings, act in tandem or otherwise help an ally both in combat and out. This is the Aid Another action, and can be taken by any creature as a Standard Action.   In combat, you may aid any ally within your melee reach, granting them either a […]

Action Economy

Action Economy Actions represent the different things you can do during an encounter while the type of action dictates how long it typically takes to perform said action.   During each round of an encounter, a character may typically perform a standard action, a move action, a minor action and a reaction as well as […]

Action Points

Where hit points represent the ability of a character to survive and keep fighting, and fatigue points represent a character’s capability when it comes to pulling off complex and involved maneuvers, Action Points represent a confluence of luck, opportunity, and maybe a burst of adrenaline that allow characters to pull off amazing feats they normally […]


Survival (WIS) Survival is a suite of skills concerned with getting along in the wild: finding food and water, making shelter, enduring the elements and tracking other creatures.   There are four main usages of Survival.   Endure The Endure usage of Survival allows a character to help themselves and others stave off the effects […]


Stealth (DEX) Stealth is the art of not being noticed and escaping detection via sight, sound or on occasion scent.   There are two main uses of the Stealth skill:   Sneak In order to use Sneak, a creature must have some means of concealment; an object their size or larger to hide behind or […]


Spellcraft (INT) Spellcraft represents a character’s study and understanding of the underlying logic behind magic and spells. Many spells require Spellcraft checks to make the most of them and Rituals require Spellcraft checks to cast at all. Characters not trained in Spellcraft can Cast Rituals, but cannot research new ones and cannot succeed on Spellcraft […]


Pilot/Ride (DEX or INT) These skills are special in that they must be taken for a specific type of creature or vehicle from the following list:     When you gain ranks in the skill, you gain them for each vehicle or mount individually as if they were different skills. For example, at level 5, […]


Persuasion (Cha) The Persuasion skill represents the character’s ability to convince others to do what they want and of the sincerity of their words and improve the perception others have of them. Persuasion only effects intelligent creatures and cannot be used against other Player Characters without their player’s consent.   A Persuasion check to make […]


Perception (WIS) Perception is the ability to use your senses to detect and analyze objects and your environment.   A character not trained in Perception cannot succeed on tasks with a DC higher than 20 and any result they roll that would be higher than 20 is treated as 20.   Perception is used to […]