Player Reference Card

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PLAYER REFERENCE CARD

Checks On Your Turn


At the start of your turn, regain your 3 actions and 1 reaction.
D20 + STATISTIC
Include bonuses and

[one-action] [one-action] [one-action] [reaction]


penalties.
Compare to the DC to determine
success.
Critical Success Exceed the DC
by 10 or more.
Success Meet or exceed the DC. You can use these basic actions, any others on page 65 of the Hero’s Handbook,
Failure Get lower than the DC. and any from your class. Speaking or dropping something doesn’t take an action.
Critical Failure Get 10 below the
Drop Prone [one-action] (move) Fall prone. Stand [one-action] (move) Stand from prone.
DC or lower.
Interact [one-action] (manipulate) Grab an Step [one-action] (move) Move 5 feet without
ROLLING 20 OR 1 object, open a door, draw an item, triggering reactions.
If you roll a 20 on the die, increase or do a similar action. Stride [one-action] (move) Move your Speed.
the degree of success by one step. Leap [one-action] (move) Jump horizontally Strike [one-action] (attack) Attack with a
If you roll a 1 on the die, decrease 10 feet (15 feet if your Speed is weapon or unarmed attack. Roll
the degree by one step. 30 feet), or vertically 3 feet and an attack roll against the target’s
horizontally 5 feet. AC. The multiple attack penalty
DCs Seek [one-action] (concentrate, secret) Scan is –5 on your second attack,
Difficulty Class is the target
number for a check. Add 10 to a an area for signs of creatures or –10 on your third (or –4 and –8,
statistic to turn it into a DC. objects using Perception. respectively, with agile weapons).
CONDITIONS
CONCEALED While you’re concealed from a creature, such as in a damage dice each time. After you take persistent damage, roll
thick fog, you’re difficult for that creature to target. A creature a DC 15 flat check (roll 15 or higher on a d20 without adding
you’re concealed from must succeed at a DC 5 flat check (roll a 5 or anything) to see if you recover from the persistent damage. If you
higher on a d20 without adding anything) when targeting you with succeed, the condition ends. If you or someone else took steps
an attack, spell, or other effect. This applies only to abilities with to help you recover (like trying to snuff out a fire), the DC is 10.
targets, not to ones with areas that don’t let the user select targets. If you gain persistent damage when you already have
If the flat check fails, the attack, spell, or effect doesn’t affect you. persistent damage of the same type, you keep only one:
whichever has a higher amount or die size.
FLAT-FOOTED You’re unable to defend yourself well. You take a
–2 circumstance penalty to AC. Flanking (Hero’s Handbook 69) PRONE You’re lying on the ground. You are flat-footed (–2
makes you flat-footed only to creatures flanking you, but some circumstance penalty to AC) and take a –2 circumstance
effects make you flat-footed against everything. penalty to attack rolls. Standing up ends the prone condition.

FRIGHTENED This condition has a value. You take a status penalty RESTRAINED You can’t move, and you have the flat-footed
equal to this value to all your checks and DCs. At the end of condition (a –2 circumstance penalty to AC). You can can’t
each of your turns, the value of your frightened condition use any actions with the attack or manipulate traits except
decreases by 1. When it reaches 0, you’re no longer frightened. to attempt to Escape (Hero’s Handbook 65). Restrained is
stronger than grabbed, so grabbed doesn’t affect you if
GRABBED You’re held in place by another creature. You’re unable you’re restrained.
to move and have the flat-footed condition (a –2 circumstance
penalty to AC). If you use a manipulate action while grabbed, SLOWED When you regain your actions at the start of your turn,
you must succeed at a DC 5 flat check (roll a 5 or higher on reduce the number of actions you regain by your slowed value.
a d20 with no statistics) or the action does nothing; roll the Because slowed has its effect at the start of your turn, you don’t
check after spending the action, but before its effects happen. immediately lose actions if you become slowed during your turn.

PERSISTENT DAMAGE Instead of taking persistent damage UNCONSCIOUS See Hero’s Handbook page 70.
immediately, you take it at the end of each of your turns as
long as you have the condition. Whatever gives you persistent WOUNDED See Hero’s Handbook page 70.
damage tells you the damage type and the dice; you roll the

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