Definitions
See also Situational Modifiers
Where wild surge is noted this means that even if there is normally no wild surge roll then one is made.
e.g. +2 would make it a wild surge on roll of 2-3 if none was normally made.
General terms
- 2nd action
- Gain another skill attempt, each attempt including the first has a -3 penalty.
- Dash
- Move twice as either an action or a manoeuvre (costs 1 SP).
Faster movement has greater negatives. - Free action
- You may only have one free action per round.
Only certain abilities and magic grants free actions.
A free action may occur as battle commences. At the start of a combat free actions occur in initiative order, otherwise they occur on the character's initiative segment.
Free actions include:
Reaction spells
Opportunity attacks - Major action
- You may do any skill for an action, may be used as a manoeuvre/minor action.
- Manouevre action
- You may only move during a manoeuvre or major action (used as a manoeuvre).
Using some non-passive feats count as a manoeuvre even if it is part of you main action.
Picking up an item from the floor in combat (within 5')
May be converted into a minor action. - Minor action
- An action you may take in addition to your normal action. Many skills can be activated as minor actions.
Drink a potion
Draw a sidearm
Pick up an item (out of melee combat)
Concentrate on a spell
Terrain Conditions
- Difficult Ground
- Ground movement speed is halved.
Dodge defence and saves -2
Dash (which is now equivalent to normal speed ) needs an athletics/acrobatics check (14).
Fail = Prone & d6 damage. - Obscured
- Visibility reduced
Movement -5'
Opponent is
≤ 20' = -1
> 20' = disadvantage
> 40' = no visibility - Heavily obscured
- Visibility severely reduced
1/2 movement
Opponent is:
≤ 10' = disadvantage
> 10' = no visibility
Creature Conditions
- Blinded
- Lose 1d8 from skill roll
- Choking
- Initiative disadvantage
Wild surge +3
All advantages cancelled
1/2 move - Dazed
- Initiative 10
No manoeuvre
No feats
-2 defence
-2 save
Combat disadvantage
+5 wild surge (2-6 if not normally rolled) - Deafened
- Alert = -1 (affects defence)
Attacker
Initiative advantage - Dodging
- Attacker (melee & ranged)
Combat disadvantage - Encumbered
- Movement is at half speed (round down)
Cannot perform movement feats (e.g. nippy).
-1 defence,
-2 dodge (cumulative so -2 dodge defence) - encumbered (Heavily)
-
Skills requiring movement are at disadvantage (e.g. combat)
No manoeuvre phase
-2 defence
-2 dodge (cumulative so -2 dodge defence) - encumbered (Over)
- Cannot move
Lose 1d8 from skills requiring movement
Auto-hit by melee - Fleeing (Fear)
- Double dash away (4 SP); one replaces your action if it occurs on your turn)
- Frightened
- Disadvantage whilst target can be seen.
All advantages cancelled
May not approach/engage in melee
+1 wild surge (2 if not normally rolled) - Frozen
- Initiative +3 (maximum 10)
No minor action
No feats
-1 defence
-1 saves
1/2 manoeuvre speed (feats require full manoeuvre speed)
+3 wild surge (2-4 if not normally rolled) - Grappled
- Grappled:
Dodge saves and all skills (except brawling) at disadvantage
Grappler:
Advantage for body attacks (bite, claw...)
3rd party attacker:
Advantage for thrusting attacks - Hasted
- Advantage to initiative, to hit & dodge saves
+1 defence
+1 Manoeuvre - Held
- Lose all actions except mental commands.
- Holding breath
- ENDURE (10) rising at end of each round to see if you involuntarily breathed (ignoring skill modifier).
1 SP per round/action//move rising (i.e. 1st round is 1, then 2, then 3... additional increments for moves or actions)
-1 skill per action rising - Invisible
- Melee attack: Combat disadvantage
- Nauseous
- Initiative disadvantage
Skills 1d8
Wild surge +3
All advantages cancelled
1/2 move - Poison
- CON save when hit.
Ongoing CON saving throw at the end of each period (round/hour/day...).
Pass = Cured / Start to heal
Fail = Suffer the effect again - Prone
- Defender
Initiative d6+4
1d8 Dodge saves
Combat disadvantage
Move action to rise;
1 action maximum when you have stood up
Attacker
Combat advantage - Restrained
- No actions requiring movement (melee)
Cast attempt > 10 + spell level (+1 wild surge)
Melee Attacker
Auto hit
Critical - Slowed
- Initiative 10
½ speed,
No Minor action
No feats.
-2 dodge save
-2 defence
Combat Disadvantage - Stealthed
- Can't be attacked until it engages.
- Stunned
- Initiative 10 (last)
No major action
No feats
1/2 speed (max 1 move)
Auto hit in melee
Ranged defence halved (round up)
All hits on you are criticals
1d8 on saves
No new magic (Concentration save for ongoing effects WILL 12+damage) - Taunted
- Disadvantage if you attack a different target.
- Waking up
- Round 1
Dazed
Attacker at combat advantage
Round 2
Frozen
Combat related
- aiming / Preparing
- Advantage to hit and damage (including spells)
- Combat advantage / disadvantage
- (Dis)advantage to hit and damage (inlcudes both melee and magic). Excess (dis)advantages are swapped for a +1/-1
Damage Advantage = Discard 1 fewer dice
Damage Disadvantage = Combat = Discard highest die instead
Magic = Roll +1 die, discard lowest/highest (damage/ save/duration...) - Defensive Stance
- No manoeuvre
You and one designated melee attacker has Combat disadvantage (against you only). - Dodging
- No action or manoeuvre
Attackers (melee & ranged) have Combat disadvantage - Minion
- Weaker creature, affected by certain feats.
- Opportunity attack
- Free attack action when:
A creature first comes into range of an opponent with a REACH attack
A creature disengages without using a minor action
Picking up an item off the floor
Opponent fumbled (one of many possible results). - Reach
- Long reach weapons have reach and strike first. When attacked by a non-reach (or shorter reach) weapon the defender gets an oportunity attack.
Against unarmoured opponents side arms (Arming sword size) count as REACH weapons.
Magic Terms
- Aura
- Spells/prayers may only generate a single aura on a given creature. Auras move with the target whereas circles are in a fixed location.
- Battle spell
- May be cast as a minor action. Another spell can NOT be cast as as a normal action.
- Bound
- Bound creatures are forced to obey commands but only to the letter of the command.
- Concentration
- Only 1 concentration spell /prayer can be in effect. Concentration is a minor action.
- Ongoing
- Saving throw each round to throw off an effect, e.g. hold person. Hero point allows another roll (which may not be worse but only one attempt per effect).
Target saves at the end of each of their turns, until they PASS. Each additional save becomes easier with a cumulative +1 - Ongoing rising
- Saving throw each round to resist an effect, e.g. breathing a gas. Hero point allows another roll (which may not be worse).
Target saves at the end of each of their turns, until they FAIL. -1 on each additional save. - Reaction Spell
- May be cast as a free action out of turn. Another spell can be cast as as a normal action, unless they are simultaneous, similarly they do not stack with the Nimble Fingers feat. Remember only one free action per turn.
- Ritual
- Has an extended casting time ranging from a minute to several hours. Normally involves elaoborate preperation and use of apparatus (bones, magic circle, insence...). Cannot be cast in battle conditions. Remember one one ritual of each type per day.
- Shield
- Only one shield magical or physical may be applied at a time.
- Weakest first
- Effects that affect weak creatures attack the lowest maximmum stamina first, however creatures of higher level are always considered stronger. e.g. sergeants, captains, then NPCs by level.
Abilities
- Battlecry
- Effect when a creature enters battle
- Bloodied
- Occurs when lost half health.
- Death Rattle
- Occurs when a creature dies
- Enrage
- Creature ability accessible when damaged
- Resistant
- Suffer half damage from attack type (cannot be stacked)
- Vulnerable
- Suffer double damage from an attack type (cannot be stacked).
Damage Types
- Necrotic
- Power of the Fallen gods. Withers living flesh but heals creatures from the planes of hell. Powers the undead. Necrotic and radiant are two faces of the same power
- Radiant
- Power of the Enlightened gods. Acts as necrotic to undead, devils, demons and unbelievers; heals devout worshippers and those the god selects. Necrotic and radiant are two faces of the same power
-
- Acid
- Includes acids, alkalis and any other caustic type substance.
- Fire
- Hot stuff
- Ice
- Cold stuff
- Lightning
- Zappy stuff
- Poison
- Internal, whether breathed, ingested or contact.
- Psychic
- Mind affecting.
- Thunder
- Loud noises.
- Slashing
- Cutting weapons.
- Piercing
- Pointy weapons.
- Bludgeoning
- Crushing.
- Chopping
- Counts as bludgeoning but generally more effective.