Ialdabaoth
2012-03-16, 09:44 PM
Hey, I know! Let's do a Google Doc! (https://docs.google.com/document/d/13_AiaqcXhIbYQXFsTImSp_WlwSESnJVSqxZH9lA-kSc/edit)
(Old stuff is old:)
The Basics
Abilities
All characters in Dungeons and Dragons have six core abilities, which determine or influence all their other statistics. Player characters' Ability scores can conceivably range from 3 to 20, averaging at around 10. Each Ability also has a modifier, which is equal to half the Ability score (round down), minus 5. Thus, an Ability score of 3 has an Ability modifier of -4, while an Ability score of 20 has an Ability modifier of +5. Many traits (such as attack damage and untrained skill use) use your modifier as a bonus or penalty to a particular roll or value. Trained traits which are added to a D20 check roll, however, use your check value, which adds your Class Level to your Ability score before dividing by two and subtracting 5.
Strength is a measure of your character’s muscle and raw physical power. It determines your ability to hit and deal damage with melee attacks, the total weight of equipment that you can carry, and how well you perform in the Athletics skill.
Dexterity is a measure of your character’s speed and agility. It determines your ability to hit and deal damage with ranged weapons, how quickly you react, and how well you can avoid being hit, and how well you perform in the Acrobatics, Stealth and Thievery skills.
Constitution is a measure of your character’s stamina, vitality and health. It determines your ability to withstand damage, your ability to resist poison and disease, and how well you perform in the Endurance skill.
Charisma is a measure of your character’s attractiveness, social grace and force of personality. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Bluff, Diplomacy, Intimidate, Perform, and Streetwise skills.
Intelligence is a measure of your character’s wits, reasoning ability and memory. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Arcana, Craft, History, and Religion skills.
Wisdom is a measure of your character’s awareness, intuition and understanding. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Heal, Insight, Nature, and Perception skills.
Initiative
Initiative determines the order in which characters get their turn in combat. A character’s base Initiative bonus is equal to the higher of their Dexterity or Intelligence check value.
At the beginning of each encounter, each character rolls a D20 and adds their Initiative bonus. This determines the order that characters will act in for the remainder of the encounter, unless some power or effect modifies a character's Initiative result later in the encounter.
Hit Points
Hit points represent a character’s ability to withstand damage and keep fighting. A character’s base hit points are equal to their Constitution score, plus any points gained from their character class. A character gains a certain number of hit points per level (including first level); these are added to their base hit points to determine their total hit points.
Attacks which would harm your character are normally subtracted from your hit points. A character who has lost half their total hit points is bloodied; certain actions and effects only affect a bloodied character. Once your hit points are depleted, you are dying - a dying character must make a Fortitude save each turn to stabilize.
Vitality
While hit points represents a character’s ability to withstand damage, vitality is a measure of a character’s actual health and survivability. Your character has a Vitality score equal to 5 + his Constitution modifier. Critical hits, the dying condition, and certain particularly grievous attacks cause damage to your Vitality.
Healing Surges
Each point of vitality also provides you with one Healing Surge, which is an expendable resource that represents your ability to push through pain and reinvigorate yourself to keep fighting. Various feats allow you to spend a healing surge; when you do, you regain hit points equal to your Surge Value, which is equal to your Constitution modifier plus your level. When you take Vitality damage, you also automatically lose any healing surges in excess of your new Vitality, which you cannot recover until the Vitality damage heals.
Whenever you take a Short Rest, you may choose to spend any number of healing surges, regaining hit points equal to your surge value for each surge that you spend.
Whenever you take an Extended Rest, you regain all your hit points and healing surges, and also regain 1 point of lost Vitality if you have taken any Vitality damage.
Defenses
A character has three Defense values, which are the difficulty for other characters to affect you with attacks. These Defense values are called Reflex, Fortitude, and Will.
Your Reflex defense is equal to 10 + your Dexterity check value, and determines your ability to dodge out of the way of attacks. Many magical attacks target your Reflex.
Your Fortitude defense is equal to 10 + your Constitution check value, and determines your ability to withstand heavy blows, poisons, diseases, and magics that directly affect your life-force. While fewer attacks target your Fortitude than your Reflex, those that do can be much more dire.
Your Will defense is equal to 10 + your Wisdom check value, and determines your ability to withstand mental control, illusions, and psychic and morale attacks. Attacks that target Will tend to manipulate your behavior and perception, causing you to do things that you may not otherwise wish to do or forcing you to make choices that place you in great peril.
Your AC defense is equal to your Reflex defense + your armor’s defensive value. Most physical attacks, including basic melee and ranged attacks, target your AC.
Finally, your Spot defense is equal to 10 + your Perception skill check value, and your Sense defense is equal to 10 + your Insight skill check value.
Skills
Skills are more specific abilities that your character can learn. All characters in Dungeons and Dragons share 18 skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill is based on an ability; if you are untrained in that skill, your check value for that skill is equal to your base ability modifier for that ability. If you are trained, your check value for that skill is equal to 5 + your ability check, plus any other modifiers. Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.
Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. If you are not trained in Acrobatics, your Acrobatics check value is simply equal to your base Dexterity modifier; training allows you to use your full Dexterity check +3. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.
Balance
At-will move action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the conditions when attempting to cross a rope, ledge or other narrow or unstable surface. On a success, you may move half your speed across the surface; on a failure you do not make any progress. On a critical failure, you lose your footing and fall.
Break Fall
At-will immediate reaction * trained skill utility
Effect: If you are trained in Acrobatics, you may make an Acrobatics check when falling, and reduce your falling damage by half the check result (round down).
Escape from Grapple or Restraints
At-will standard action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the restraint, or vs. the target’s Grapple proficiency if attempting to break a grapple. If you succeed, you are no longer grappled or restrained.
Feat of Agility
At-will move action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the DM. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the DM.
Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Arcane spellcasters use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Because armor tends to interfere with the gestures and innate sensitivity necessary to interact with magical energy, the Arcana skill incurs an armor check penalty to all non-knowledge checks if you are wearing armor or a shield.
Arcane Lore
At-will free action * trained skill utility (knowledge)
Effect: Make an Arcana knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.
Detect Magic
Extended action (1 minute) * trained skill utility
Effect: Make an Arcana check vs. a DC determined by the DM. On a success, you become aware of any magical effects or auras, and their likely power source (primal, arcane, or divine). You may make this roll for a particular effect or aura once per encounter or short rest.
Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. If you are not trained in Athletics, your Athletics check value is simply equal to your base Strength modifier; training allows you to use your full Strength check +3. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.
Climb
At-will move action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the conditions. On a success, you move half your speed; on a failure you do not make any progress. On a critical failure, you lose your grip and fall.
Jump
At-will move action * basic skill utility
Target: One square within your movement
Effect: Choose your destination square, then make an Athletics check vs. a DC of 10 + 5 per square that you wish to leap over (do not count your destination square). On a success, you land in the targeted square; on a failure you may choose to jump a smaller distance or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong square.
Swim
At-will move action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the conditions (usually 10 in calm water). On a success, you move half your speed; on a failure you do not move or are swept by the current. On a critical failure, you suffer 1D6 damage as you begin to drown. Trained characters may opt to take 10 on this roll.
Break Grapple or Restraints
At-will standard action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the restraint, or the target’s Grapple proficiency if grappled. If you succeed, you break the grapple.
Feat of Strength
At-will standard action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the DM. On a success, you succeed at the desired action; on a failure you do not accomplish anything noticeable.
Bluff is used to fast-talk, lie, cheat, or seduce. If you are not trained in Bluff, your Bluff check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Attempt to Deceive
At-will standard action * basic skill utility
Effect: Make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into believing what you say.
Create Diversion
Per-encounter standard action * basic skill utility
Effect: Make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into paying attention to something else. You may immediately choose to either gain combat advantage against that enemy until the end of your next turn, cause the target to become marked by you or an ally until the end of your next turn, or immediately use the Stealth skill to attempt to hide.
Craft is used to construct or appraise items, weapons, armor, and architecture. If you are not trained in Craft, your Craft check value is simply equal to your base Intelligence modifier; training allows you to use your full Intelligence check +3.
Appraise
At-will free action * trained skill utility (knowledge)
Effect: Make a Craft knowledge check vs. a DC determined by the DM. On a success, you notice some particularly useful bit of crafting detail that is applicable to the situation at hand.
Craft Item
Extended action (8 hours) * trained skill utility
Effect: Make an Craft check vs. a DC determined by the DM. On a success, you may craft a mundane item, weapon or armor from raw materials. On a failure, the results are flawed and the materials used are wasted.
Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact If you are not trained in Diplomacy, your Diplomacy check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Haggle
Extended action (1 minute) * basic skill utility
Effect: Make a Diplomacy check vs. the target’s Sense. On a success, you may adjust the cost of one good you are selling or purchasing by a percentage equal to the check result.
Surrender
per-encounter minor action * basic skill utility
Effect: Make a Diplomacy check vs. the target’s Sense. On a success, you may attempt to halt combat and negotiate the surrender of your allies. You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.
Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. If you are not trained in Endurance, your Endurance check value is simply equal to your base Constitution modifier; training allows you to use your full Constitution check +3. The Enurance skill incurs an armor check penalty if you are wearing armor or a shield.
Maintain Concentration
At-will free action * basic skill utility
Effect: Make an Endurance check each time you take damage when focusing on a critical task, to determine whether you maintain your concentration. The DC is equal to 10 + the amount of damage you have taken. On a success, you may continue with the task. On a failure, you lose focus on the task and must start over.
Heal is used when tending to the sick or injured. If you are not trained in Heal, your Heal check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Stabilize
At-will standard action * trained skill utility
Effect: Make a Heal check vs. a DC of 10 to attempt to stabilize a dying character. The target gains the +2 teamwork bonus to all Fortitude saving throws until the beginning of your next turn, as if you had performed the aid another action. The target may immediately make one Fortitude saving throw to stabilize, and does not suffer Constitution damage if they fail (but will suffer damage as normal if they fail the standard saving throw to stabilize on their own turn). On a critical success, the target automatically stabilizes and regains 1D6 hit points.
First Aid
Extended action (5 minutes) * trained skill utility
Effect: Make a Heal check vs. a DC of 20 during a short rest to attempt to patch up your allies’ wounds. If you succeed, you and your allies regain a total number of hit points equal to the check result, distributed as you choose. On a critical success, you or one ally may regain a single point of Constitution damage.
Treat Disease or Poison
Daily extended action (1 hour) * trained skill utility
Effect: Make a Heal check vs. a DC of 10 + the disease’s level during a short rest to attempt to diagnose and treat an affliction-based disease or poison. On a success, the affliction’s progression is halted for one day, and the target gains an additional Fortitude saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at an additional Fortitude saving throw.
History is used to remember historical facts and useful information. If you are not trained in History, your History check value is simply equal to your base Intelligence modifier; training allows you to use your full Intelligence check +3. When you perform any Knowledge check, you may substitute History for any other knowledge skill at a -10 penalty.
Ancient Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a History knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.
Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to your Insight check + 10. If you are not trained in Insight, your Insight check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Sense Motive
Per-encounter minor action * basic skill utility
Effect: Make an Insight check vs. a DC of 10 + the target’s Bluff check. If you succeed, you gain an accurate read of the target’s current motives and attitude.
Sense Influence
Per-encounter minor action * basic skill utility
Effect: Make an Insight check vs. a DC of 15 + twice the Rank of the influencing effect. If you succeed, you notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence.
Detect Illusion
At-will minor action * basic skill utility
Effect: You may actively roll Insight to attempt to pierce what you believe to be an illusion. Success allows you to accurately gauge whether what you are experiencing is real; critical success allows you to pierce the illusion and briefly glimpse what is underneath.
Intimidate is used to bully, frighten, or coerce others into doing your bidding. If you are not trained in Intimidate, your Intimidate check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Intimidate
At-will minor action * basic skill utility
Effect: Make an Intimidate check vs. the target’s Will defense. If you succeed, you may mark the target, force the target to surrender if bloodied, or coerce the target into taking some other action. On a critical success, the target becomes Dominated until the beginning of your next round if it is your level or lower.
Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Primal spellcasters use the Nature skill in conjunction with their access to a primal power source to perform their magics.
Nature Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a Nature knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand.
Forage
Extended action (5 minutes) * trained skill utility (knowledge)
Effect: Make a Nature check vs. a DC determined by the environment during a short rest. On a success, you gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people.
Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to your Perception check + 10. If you are not trained in Perception, your Perception check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Search Area
At-will minor action * basic skill utility
Effect: Make a Perception check, targeting a specific square within a distance of twice your Wisdom modifier that you can see. You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your check result exceeds the DC.
Perform is used to sing, dance, act, or woo a crowd. If you are not trained in Performance, your Perception check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3. The Perform skill may incur an armor check penalty if you are wearing armor or a shield, unless the performance requires little or no full-body movement.
Perform
Extended action or at-will standard action * basic skill utility
Effect: Make a Performance check vs. the highest Will defense in the crowd. On a success, you influence the crowd’s mood favorably towards you and your allies.
Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. If you are not trained in Religion, your Religion check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Divine Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a Religion knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand.
Sense Alignment
Per-encounter free action * basic skill utility
Effect: Make an Religion check vs. a DC of 10 + the target’s Bluff check, after succeeding on a Sense Motive check against the target. If you succeed, you gain an reasonably accurate read of the target’s probable alignment.
Stealth is used to hide, move silently, and remain unseen. If you are not trained in Stealth, your Stealth check value is simply equal to your base Dexterity modifier; training allows you to use your full Dexterity check +3. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.
Hide
At-will move action * trained skill utility
Effect: Make your normal move action, then make a Stealth check vs. the Spot defense of anyone who might notice you. You suffer a -5 penalty if you move more than 2 squares during this movement, or -10 if you run. You become hidden to anyone whose Spot defense is less than your Stealth check result until the next time you move or until something happens to reveal you.
Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. If you are not trained in Streetwise, your Stealth check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Street Lore
Extended action (5 minutes) * trained skill utility (knowledge)
Effect: Make a Streetwise knowledge check while interacting with the locals, vs. a DC determined by the DM. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.
Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. If you are not trained in Thievery, your Stealth check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3. . The Thievery skill may incur an armor check penalty if you are wearing armor or a shield, unless the action requires little or no full-body movement.
Delay Trap
At-will minor action * trained skill utility
Effect: Make a Thievery check with a +5 bonus vs. the trap’s DC. On a success, the trap becomes disabled until the end of your next turn. On a failure, the trap is still active. On a critical failure, you trigger the trap.
Disable Trap
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the trap’s DC. On a success, the trap becomes disabled until it resets. On a failure, the trap is still active. On a critical failure, you trigger the trap.
Pick Lock
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the lock’s DC. On a success, the lock is opened. On a failure, the lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.
Sleight of Hand
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you. On a critical failure, you provoke an atack of opportunity while performing the action.
Armor and Armor Proficiencies
In addition to defenses, which help you avoid attacks altogether, characters may wear armor. Armor tends to be effective against physical blows, which include most weapon attacks, many environmental effects, and certain magical assaults, but it tends to be worthless against elemental and non-physical magics. Armor adds to your AC defense, and reduces the damage of attacks that target your AC even if they hit. Each type of shield or armor other than cloth requires proficiency to properly wear; without the proper proficiency, your character suffers a -3 penalty to all attacks and defenses.
Unarmored (Cloth)
Cloth isn’t technically armor at all, but is simply clothing woven from light fabrics. While cloth provides no mundane protection, all characters are capable of wearing it without penalty. When you wear cloth, your AC is equal to your Reflex defense.
Light Armor
Light armor tends to be flexible, soft, and relatively silent. When you wear light armor, you add your armor's bonus to your Reflex defense to determine your AC. There are two basic kinds of light armor.
Leather armor is heavier than cloth, adding +1 to AC and reducing all incoming physical damage by 1. Leather armor is not encumbering to those who are used to it, and incurs no reflex or skill penalty.
Hide armor is heavier than leather, adding +2 to AC and reducing all incoming physical damage by 2. Hide is slightly encumbering, applying a -1 penalty to your reflex defense, and to all skill checks that are affected by armor.
Heavy Armor
Heavy armor is made of metal, and tends to be heavy, encumbering, and somewhat loud when moving about. All heavy armor reduces your character’s speed by 1, and provides a static AC regardless of your Reflex. There are three basic kinds of heavy armor.
Chainmail consists of interwoven links of metal chains which deflect incoming blows. Chainmail provides an AC of 15 + half your level and reduces all incoming physical damage by 5, but incurs a -1 penalty to reflex and to to relevant skill checks.
Scale armor consists of bands of metal scales placed strategically over a chainmail base. Scale armor provides an AC of 16 + half your level and reduces all incoming physical damage by 6, and incurs no reflex or skill penalty.
Plate armor is a fully sculpted and articulated shell of steel that surrounds your character. Plate armor provides an AC of 18 + half your level and reduces all incoming physical damage by 8, but incurs a -2 penalty to reflex and to relevant skill checks.
Shields
Shields may be worn with armor to further defend against attacks. Shields add their bonus as a cover bonus to AC and reflex, but do not reduce damage. There are two basic kinds of shields.
Light Shields leave the hand free for non-weapon tasks, and grant a +1 cover bonus to AC and reflex, while incurring a -1 penalty to relevant skill checks.
Heavy Shields require the use of the shield hand to support and direct the shield, but grant a +2 cover bonus to AC and reflex, while incurring a -2 penalty to relevant skill checks.
As effective as armor is, it does not make your character impervious. Magical and elemental attacks ignore armor, unless the armor is enchanted specifically to repel them. Even some physical attacks can get through - a critical hit bypasses armor completely, ignoring its damage reduction and applying the maximum possible attack damage, as well as dealing damage to your Constitution score. Additionally, some weapons have the Piercing property, which causes them to ignore your armor’s damage reduction when dealing damage. These weapons must still defeat your armor’s AC, however.
Armor may be enchanted to increase its basic protection, and to give it additional magical properties. Additionally, masterwork armor may be purchased, which provides the same enhancements as magical armor through mundane but highly advanced metallurgy and crafting techniques.
Superior Armor and Shields
Superior armor or shields require dedicated training to use. Each Superior armor or shield design is unique, requiring its own Advantage (Superior Armor Proficiency or Superior Shield Proficiency) to allow you to wear that armor without penalty. You must be proficient in the basic armor or shield type of a particular superior armor or shield to gain Proficiency in the superior form of that armor or shield.
Weapons and Weapon Proficiencies
Unless your character has access to magical powers, weapons are how you deal damage. There are many different kinds of melee and ranged weapons, which fall into three broad categories: Simple weapons, Martial weapons, and Superior weapons. Simple weapons are easier to use than martial weapons, and hence always use your full proficiency bonus. Martial weapons require special training; unless you are martially trained with weapons in a particular weapon category, you may not apply your proficiency bonus to martial weapons in that category, and may not learn to use superior weapons in that category.
Unarmed Attacks
Unarmed attacks deal damage at close range. All characters have a basic proficiency with unarmed and grappling attacks, using their base Strength check value as their attack modifier.
An Unarmed character uses their bare fists to deal damage. Some weapons, such as fighting gauntlets, use the same essential proficiency as unarmed attacks.
Unarmed characters may also attempt to grab and hold other creatures, which uses the Grapple proficiency. Some weapons, such as razor harnesses, use the same essential proficiency as grapple attacks.
Melee Weapons
Melee weapons deal damage at close range. Unless otherwise specified, melee weapon Proficiency bonuses are based on your character’s Strength check value.
Light Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; if you are not proficient in Light Blades, your Light Blades attack modifier is simply equal to your base Strength modifier, while training allows you to use 3 + the higher of your Strength or Dexterity check. Some Light Blades can also be used as Light Thrown weapons.
Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. If you are not proficient in Flails, your Flails attack modifier is simply equal to your base Strength modifier, while training allows you to use 3 + the higher of your Strength or Dexterity check.
Axes are wide, cleaving bladed melee weapons designed for making large and deep wounds. If you are not proficient in Axes, your Axe attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Heavy Blades are long, sharp bladed melee weapons such as heavy or two-handed swords. If you are not proficient in Heavy Blades, your Heavy Blade attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Maces are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Maces can also be used as Heavy Thrown weapons. If you are not proficient in Maces, your Mace attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Staves are long poles strengthened for melee fighting. If you are not proficient in Staves, your Staff attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Spears are essentially light blades affixed to the ends of staves, giving them a longer reach and better leverage for piercing armor. If you are not proficient in Spears, your Spear attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Polearms are essentially heavy blades, axes or maces affixed to the ends of staves, giving heavy weapons a longer reach and more momentum. If you are not proficient in Polearms, your suffer a -3 penalty when attempting to use a weapon with the Polearm property.
Ranged Weapons
Light Thrown weapons are anything small enough to be easily picked up and thrown at an enemy. Some light melee weapons are also balanced to be used as light thrown weapons.
Heavy Thrown weapons are anything heavier than a Light Thrown weapon that can be thrown at an enemy with sufficient force to deal damage. Some light melee weapons are also balanced to be used as heavy thrown weapons.
Slings are ranged weapons which use tension or twirling force to accelerate a small pellet or rock to high speed, flinging it at a target far harder and faster than a bare arm could manage.
Bows are ranged weapons that use a flexing wooden shaft and taut string to fire arrows into a target at great speed. Bows are martial weapons, and hence take a reasonable amount of training to master. If you are not martially proficient in Bows, your Bow attack modifier is simply equal to your base Dexterity modifier, while martial training allows you to use your full Dexterity check value +3.
Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. If you are not proficient in Crossbows, your Crossbow attack modifier is simply equal to your base Dexterity modifier, while training allows you to use your full Dexterity check value +3.
Weapon Properties
Weapons have several properties, which adjust how they operate in combat.
Simple weapons require very little training to use. Most characters begin play with at least one Simple weapon group proficiency. Without a proficiency in Simple weapons of a particular group, your proficiency bonus for all weapons in that weapon group is limited to your base Ability modifier. If you have a weapon proficiency with Simple weapons in a group, your proficiency bonus for those weapons is equal to 2 + your Ability check value.
Martial weapons require dedicated training to use, and hence are more difficult to master. Each weapon group has an Advantage (Martial Weapon Proficiency) that grants your Proficiency bonus to attacks with any martial weapon in that weapon group.
Superior weapons require dedicated training to use. Each Superior weapon is unique, requiring its own Advantage (Superior Weapon Proficiency) to allow you to apply your Proficiency bonus to attacks with that specific type of weapon.
One-handed weapons may be wielded in one hand, leaving the other hand free to hold another weapon, a shield, or other items.
Off-hand weapons may be wielded in your off hand while your main hand wields another one-handed weapon.
Versatile weapons are one-handed weapons that may optionally be wielded in two hands. When wielded in two hands, they gain a +1 bonus to damage, and gain all the benefits of two-handed weapons. Small characters must wield versatile weapons in both hands, and gain no bonus for doing so.
Two-handed weapons require both hands to use, but typically do more damage than one-handed weapons. Two-handed weapons may not be wielded by small characters.
Small weapons are two-handed weapons that may be wielded by small characters. They must be wielded in both hands regardless of the character’s size.
Piercing weapons more easily penetrate armor, ignoring the armor's damage reduction if they hit.
Accuracy is how easy it is to hit with the weapon. Some weapons, such as daggers and swords, grant a +1 accuracy bonus to all attack rolls made with that weapon.
Damage is the amount and type of dice to roll to determine the weapon’s damage if it hits. Melee weapons typically add your base Strength modifier to this value to determine total damage, while ranged weapons typically add your base Dexterity modifier to this value to determine total damage.
Range is how far the weapon can successfully deal damage. Melee weapons either have no range, or have a “reach” value, which is the number of squares away that you can attack when wielding the weapon. Ranged weapons have two values, a short range and a maximum range. Within short range, you may attack without penalty; attacking past short range but within maximum range incurs a -2 penalty to your attack roll.
Weapons Table
Simple One-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Club Mace +0 1D6 - -
Dagger Light Blade +1 1D4 5/10 Off-Hand, Light Thrown
Javelin Spear +0 1D6 10/20 Heavy Thrown
Mace Mace +0 1D8 - Versatile
Shortspear Spear +0 1D8 - Versatile, Piercing
Sickle Light Blade +0 1D4 - Off-Hand
Simple Two-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Greatclub Mace +0 2D4 - -
Morningstar Mace +0 1D10 - -
Quarterstaff Staff +0 1D8 - -
Scythe Heavy Blade +0 2D4 - -
Martial One-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Battleaxe Axe +0 1D10 - Versatile
Flail Flail +0 1D10 - Versatile
Hand Axe Axe +0 1D6 5/10 Off-Hand, Heavy Thrown
Longsword Heavy Blade +1 1D8 - Versatile
Scimitar Heavy Blade +0 1D8 - -
Shortsword Light Blade +1 1D6 - Off-Hand
Hand Hammer Mace +0 1D6 5/10 Off-Hand, Heavy Thrown
Warhammer Mace +0 1D10 - Versatile
War Pick Mace +0 1D8 - Versatile, Piercing
Martial Two-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Falchion Heavy Blade +1 2D4 - -
Glaive Heavy Blade +0 1D10 Reach +1 Polearm
Greataxe Axe +0 1D12 - -
Greatsword Heavy Blade +1 1D10 - -
Halberd Axe +0 1D10 Reach +1 Polearm
Heavy Flail Flail +0 2D6 - -
Longspear Spear +1 1D10 Reach +1 Polearm, Piercing
Maul Mace +0 2D6 - -
Simple One-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Improvised Light Thrown +0 1D4 5/10 -
Improvised Heavy Thrown +0 1D8 2/5 -
Sling Light Thrown +1 1D4 10/20 Load free
Hand Crossbow Crossbow +0 1D6 10/20 Load free, Piercing
Simple Two-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Crossbow Crossbow +0 1D8 15/30 Load minor, Piercing
Military Two-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Shortbow Bow +0 1D8 15/30 Load free, small, piercing
Longbow Bow +0 1D10 20/40 Load free, piercing
Hvy Crossbow Crossbow +0 1D10 20/40 Load minor, piercing
Advantages
Advantages are specific areas of expertise that you may learn as you advance in level. At first level, each character may choose one Advantage that they qualify for. At each even level thereafter, they may choose an additional Advantage.
Skill Training
Prerequisite: None
You gain Training in one skill of your choice. Your check value for that skill is equal to the check value of the ability the skill is based on + 3.
Expert Training
Prerequisite: Trained in a skill.
You gain Expert training in one skill that you are Trained in, and gain a +2 advantage bonus to all skill checks with that skill.
Weapon Proficiency
Prerequisite: None
You gain Proficiency in one weapon group of your choice. Your check value for attacks with weapons in that group is equal to the check value of the ability the proficiency is based on + 3.
Martial Proficiency
Prerequisite: Basic proficiency in a weapon group
You gain Martial proficiency in one weapon group that you are Proficient in.
Weapon Expertise
Prerequisite: Martial proficiency in a weapon group
You gain a +2 advantage bonus to all attack checks with weapons in one weapon group that you are Proficient in.
Superior Proficiency
Prerequisite: Martial proficiency in a weapon group
You gain proficiency with a single superior weapon. You must have martial proficiency with that weapon’s group to take this advantage.
Class Feature
Prerequisite: None
Effect: You gain one class feature from any class role within your class.
Martial Technique Training
Prerequisite: “Perform Martial Technique” per-encounter feat
Effect: You learn two additional martial techniques that you qualify for.
Cunning Exploit Training
Prerequisite: “Perform Cunning Exploit” per-encounter feat
Effect: You learn two additional cunning exploits that you qualify for.
Bardsong Training
Prerequisite: “Perform Bardsong” per-encounter feat
Effect: You learn two additional Bard songs that you qualify for.
Primal Rite Training
Prerequisite: “Perform Primal Rite” per-encounter feat
Effect: You learn two additional primal rites that you qualify for.
Arcane Spell Training
Prerequisite: “Cast Arcane Spell”, “Cast Spellbook Spell” or “Meditative Focus” per-encounter feat
Effect: You learn two additional arcane spells that you qualify for.
Divine Prayer Training
Prerequisite: must know at least one “Perform Divine Prayer” per-encounter feat
Effect: You learn two additional divine prayers that you qualify for.
Multi-Class: Martial
Prerequisite: Non-Martial, Training in Endurance and Athletics.
You gain one class feature from any Martial class role, and replace one of your at-will or per-encounter feats with a Martial at-will or per-encounter feat of the same rank. You now count as a Martial hero, in addition to your original Class.
Multi-Class: Cunning
Prerequisite: Non-Cunning, Training in Bluff and Stealth.
You gain one class feature from any Cunning class role, and replace one of your at-will or per-encounter feats with a Cunning at-will or per-encounter feat of the same rank. You now count as a Cunning hero, in addition to your original class.
Multi-Class: Primal
Prerequisite: Non-Primal, Training in Nature and Perception.
You gain one class feature from any Primal class role, and replace one of your at-will or per-encounter feats with a Primal at-will or per-encounter feat of the same rank. You now count as a Primal hero, in addition to your original Class.
Multi-Class: Arcane
Prerequisite: Non-Arcane, Training in Arcana and Craft.
You gain one class feature from any Arcane class role, and replace one of your at-will or per-encounter feats with an Arcane at-will or per-encounter feat of the same rank. You now count as an Arcane hero, in addition to your original Class.
Multi-Class: Divine
Prerequisite: Non-Arcane, Training in Religion and Insight.
You gain one class feature from any Divine class role, and replace one of your at-will or per-encounter feats with a Divine at-will or per-encounter feat of the same rank. You now count as a Divine hero, in addition to your original Class.
Feats
Player characters get various feats that they may use to help them survive adventures. Feats come in three categories, determined by how often you can use them.
At-Will Feats may be used as many times as you wish, so long as you fulfill all the criteria necessary for using them. All characters gain two class-based At-Will feats at level 1, and then gain an additional At-Will feat at every even level.
Per-Encounter Feats are somewhat draining to use, and thus may typically only be used once per encounter. A character gains a new per-encounter feat at every odd level. All characters gain one or two class-based per-encounter feats at level 1, and then gain an additional per-encounter feat at every odd level. Characters additionally gain one racial per-encounter feat, depending on their race, or may exchange that for a third class-based per-encounter feat if they choose one of their race’s favored classes.
Feat Ranks
Per-encounter feats are organized into Ranks, which are a tier-based ranking of their power or versatility. At first level, you may only choose Rank 1 per-encounter feats, unless a specific Class Feature or Advantage allows you to take a higher-ranked feat. At each odd level, the maximum Rank of feats that you may learn and perform goes up by one.
Exclusive Feats
Most per-encounter feats represent some kind of power (whether it be fatigue, mana, or spiritual energy) that you can expend to fuel your more impressive actions. As you expend your per-encounter feats, that power empties. Since most per-encounter feats use the same “power bar”, you may typically expend a per-encounter feat to perform that feat’s action, or the action of any other same- or lower-rank feat that you know. Other per-encounter feats have the ‘Exclusive’ keyword, which means that that feat power may only be used to perform that specific feat’s action. Most ‘Exclusive’ per-encounter feats have some added perk that makes it worth taking them over the more flexible and versatile non-exclusive feats.
Whenever your character has the ability to take a Short Rest (a break from battle lasting at least 5 minutes), you regain the use of all per-encounter feats.
Daily Powers are even more draining to use, taking several hours of preparation or recuperation before they are available. Many magic-based character classes gain a daily power at level 1, in lieu of a second per-encounter feat, and then gain an additional daily power at level 5 and at level 9. Unlike per-encounter feats, all daily powers must be prepared exclusively, since they typically require some specific material or magical component that was prepared the night before. In exchange, daily powers typically allow you to access feats of one rank higher than encounter powers - a level 1 daily power will typically allow you to perform Rank 2 magic, while a level 5 daily power will allow you to perform Rank 4 magic, and a level 9 daily power will allow you to learn and perform Rank 6 magic.
Whenever your character has the ability to take an Extended Rest (a break from battle lasting at least 8 hours), you regain the use of all daily powers and per-encounter feats.
(Old stuff is old:)
The Basics
Abilities
All characters in Dungeons and Dragons have six core abilities, which determine or influence all their other statistics. Player characters' Ability scores can conceivably range from 3 to 20, averaging at around 10. Each Ability also has a modifier, which is equal to half the Ability score (round down), minus 5. Thus, an Ability score of 3 has an Ability modifier of -4, while an Ability score of 20 has an Ability modifier of +5. Many traits (such as attack damage and untrained skill use) use your modifier as a bonus or penalty to a particular roll or value. Trained traits which are added to a D20 check roll, however, use your check value, which adds your Class Level to your Ability score before dividing by two and subtracting 5.
Strength is a measure of your character’s muscle and raw physical power. It determines your ability to hit and deal damage with melee attacks, the total weight of equipment that you can carry, and how well you perform in the Athletics skill.
Dexterity is a measure of your character’s speed and agility. It determines your ability to hit and deal damage with ranged weapons, how quickly you react, and how well you can avoid being hit, and how well you perform in the Acrobatics, Stealth and Thievery skills.
Constitution is a measure of your character’s stamina, vitality and health. It determines your ability to withstand damage, your ability to resist poison and disease, and how well you perform in the Endurance skill.
Charisma is a measure of your character’s attractiveness, social grace and force of personality. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Bluff, Diplomacy, Intimidate, Perform, and Streetwise skills.
Intelligence is a measure of your character’s wits, reasoning ability and memory. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Arcana, Craft, History, and Religion skills.
Wisdom is a measure of your character’s awareness, intuition and understanding. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Heal, Insight, Nature, and Perception skills.
Initiative
Initiative determines the order in which characters get their turn in combat. A character’s base Initiative bonus is equal to the higher of their Dexterity or Intelligence check value.
At the beginning of each encounter, each character rolls a D20 and adds their Initiative bonus. This determines the order that characters will act in for the remainder of the encounter, unless some power or effect modifies a character's Initiative result later in the encounter.
Hit Points
Hit points represent a character’s ability to withstand damage and keep fighting. A character’s base hit points are equal to their Constitution score, plus any points gained from their character class. A character gains a certain number of hit points per level (including first level); these are added to their base hit points to determine their total hit points.
Attacks which would harm your character are normally subtracted from your hit points. A character who has lost half their total hit points is bloodied; certain actions and effects only affect a bloodied character. Once your hit points are depleted, you are dying - a dying character must make a Fortitude save each turn to stabilize.
Vitality
While hit points represents a character’s ability to withstand damage, vitality is a measure of a character’s actual health and survivability. Your character has a Vitality score equal to 5 + his Constitution modifier. Critical hits, the dying condition, and certain particularly grievous attacks cause damage to your Vitality.
Healing Surges
Each point of vitality also provides you with one Healing Surge, which is an expendable resource that represents your ability to push through pain and reinvigorate yourself to keep fighting. Various feats allow you to spend a healing surge; when you do, you regain hit points equal to your Surge Value, which is equal to your Constitution modifier plus your level. When you take Vitality damage, you also automatically lose any healing surges in excess of your new Vitality, which you cannot recover until the Vitality damage heals.
Whenever you take a Short Rest, you may choose to spend any number of healing surges, regaining hit points equal to your surge value for each surge that you spend.
Whenever you take an Extended Rest, you regain all your hit points and healing surges, and also regain 1 point of lost Vitality if you have taken any Vitality damage.
Defenses
A character has three Defense values, which are the difficulty for other characters to affect you with attacks. These Defense values are called Reflex, Fortitude, and Will.
Your Reflex defense is equal to 10 + your Dexterity check value, and determines your ability to dodge out of the way of attacks. Many magical attacks target your Reflex.
Your Fortitude defense is equal to 10 + your Constitution check value, and determines your ability to withstand heavy blows, poisons, diseases, and magics that directly affect your life-force. While fewer attacks target your Fortitude than your Reflex, those that do can be much more dire.
Your Will defense is equal to 10 + your Wisdom check value, and determines your ability to withstand mental control, illusions, and psychic and morale attacks. Attacks that target Will tend to manipulate your behavior and perception, causing you to do things that you may not otherwise wish to do or forcing you to make choices that place you in great peril.
Your AC defense is equal to your Reflex defense + your armor’s defensive value. Most physical attacks, including basic melee and ranged attacks, target your AC.
Finally, your Spot defense is equal to 10 + your Perception skill check value, and your Sense defense is equal to 10 + your Insight skill check value.
Skills
Skills are more specific abilities that your character can learn. All characters in Dungeons and Dragons share 18 skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill is based on an ability; if you are untrained in that skill, your check value for that skill is equal to your base ability modifier for that ability. If you are trained, your check value for that skill is equal to 5 + your ability check, plus any other modifiers. Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.
Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. If you are not trained in Acrobatics, your Acrobatics check value is simply equal to your base Dexterity modifier; training allows you to use your full Dexterity check +3. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.
Balance
At-will move action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the conditions when attempting to cross a rope, ledge or other narrow or unstable surface. On a success, you may move half your speed across the surface; on a failure you do not make any progress. On a critical failure, you lose your footing and fall.
Break Fall
At-will immediate reaction * trained skill utility
Effect: If you are trained in Acrobatics, you may make an Acrobatics check when falling, and reduce your falling damage by half the check result (round down).
Escape from Grapple or Restraints
At-will standard action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the restraint, or vs. the target’s Grapple proficiency if attempting to break a grapple. If you succeed, you are no longer grappled or restrained.
Feat of Agility
At-will move action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the DM. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the DM.
Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Arcane spellcasters use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Because armor tends to interfere with the gestures and innate sensitivity necessary to interact with magical energy, the Arcana skill incurs an armor check penalty to all non-knowledge checks if you are wearing armor or a shield.
Arcane Lore
At-will free action * trained skill utility (knowledge)
Effect: Make an Arcana knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.
Detect Magic
Extended action (1 minute) * trained skill utility
Effect: Make an Arcana check vs. a DC determined by the DM. On a success, you become aware of any magical effects or auras, and their likely power source (primal, arcane, or divine). You may make this roll for a particular effect or aura once per encounter or short rest.
Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. If you are not trained in Athletics, your Athletics check value is simply equal to your base Strength modifier; training allows you to use your full Strength check +3. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.
Climb
At-will move action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the conditions. On a success, you move half your speed; on a failure you do not make any progress. On a critical failure, you lose your grip and fall.
Jump
At-will move action * basic skill utility
Target: One square within your movement
Effect: Choose your destination square, then make an Athletics check vs. a DC of 10 + 5 per square that you wish to leap over (do not count your destination square). On a success, you land in the targeted square; on a failure you may choose to jump a smaller distance or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong square.
Swim
At-will move action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the conditions (usually 10 in calm water). On a success, you move half your speed; on a failure you do not move or are swept by the current. On a critical failure, you suffer 1D6 damage as you begin to drown. Trained characters may opt to take 10 on this roll.
Break Grapple or Restraints
At-will standard action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the restraint, or the target’s Grapple proficiency if grappled. If you succeed, you break the grapple.
Feat of Strength
At-will standard action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the DM. On a success, you succeed at the desired action; on a failure you do not accomplish anything noticeable.
Bluff is used to fast-talk, lie, cheat, or seduce. If you are not trained in Bluff, your Bluff check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Attempt to Deceive
At-will standard action * basic skill utility
Effect: Make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into believing what you say.
Create Diversion
Per-encounter standard action * basic skill utility
Effect: Make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into paying attention to something else. You may immediately choose to either gain combat advantage against that enemy until the end of your next turn, cause the target to become marked by you or an ally until the end of your next turn, or immediately use the Stealth skill to attempt to hide.
Craft is used to construct or appraise items, weapons, armor, and architecture. If you are not trained in Craft, your Craft check value is simply equal to your base Intelligence modifier; training allows you to use your full Intelligence check +3.
Appraise
At-will free action * trained skill utility (knowledge)
Effect: Make a Craft knowledge check vs. a DC determined by the DM. On a success, you notice some particularly useful bit of crafting detail that is applicable to the situation at hand.
Craft Item
Extended action (8 hours) * trained skill utility
Effect: Make an Craft check vs. a DC determined by the DM. On a success, you may craft a mundane item, weapon or armor from raw materials. On a failure, the results are flawed and the materials used are wasted.
Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact If you are not trained in Diplomacy, your Diplomacy check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Haggle
Extended action (1 minute) * basic skill utility
Effect: Make a Diplomacy check vs. the target’s Sense. On a success, you may adjust the cost of one good you are selling or purchasing by a percentage equal to the check result.
Surrender
per-encounter minor action * basic skill utility
Effect: Make a Diplomacy check vs. the target’s Sense. On a success, you may attempt to halt combat and negotiate the surrender of your allies. You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.
Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. If you are not trained in Endurance, your Endurance check value is simply equal to your base Constitution modifier; training allows you to use your full Constitution check +3. The Enurance skill incurs an armor check penalty if you are wearing armor or a shield.
Maintain Concentration
At-will free action * basic skill utility
Effect: Make an Endurance check each time you take damage when focusing on a critical task, to determine whether you maintain your concentration. The DC is equal to 10 + the amount of damage you have taken. On a success, you may continue with the task. On a failure, you lose focus on the task and must start over.
Heal is used when tending to the sick or injured. If you are not trained in Heal, your Heal check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Stabilize
At-will standard action * trained skill utility
Effect: Make a Heal check vs. a DC of 10 to attempt to stabilize a dying character. The target gains the +2 teamwork bonus to all Fortitude saving throws until the beginning of your next turn, as if you had performed the aid another action. The target may immediately make one Fortitude saving throw to stabilize, and does not suffer Constitution damage if they fail (but will suffer damage as normal if they fail the standard saving throw to stabilize on their own turn). On a critical success, the target automatically stabilizes and regains 1D6 hit points.
First Aid
Extended action (5 minutes) * trained skill utility
Effect: Make a Heal check vs. a DC of 20 during a short rest to attempt to patch up your allies’ wounds. If you succeed, you and your allies regain a total number of hit points equal to the check result, distributed as you choose. On a critical success, you or one ally may regain a single point of Constitution damage.
Treat Disease or Poison
Daily extended action (1 hour) * trained skill utility
Effect: Make a Heal check vs. a DC of 10 + the disease’s level during a short rest to attempt to diagnose and treat an affliction-based disease or poison. On a success, the affliction’s progression is halted for one day, and the target gains an additional Fortitude saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at an additional Fortitude saving throw.
History is used to remember historical facts and useful information. If you are not trained in History, your History check value is simply equal to your base Intelligence modifier; training allows you to use your full Intelligence check +3. When you perform any Knowledge check, you may substitute History for any other knowledge skill at a -10 penalty.
Ancient Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a History knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.
Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to your Insight check + 10. If you are not trained in Insight, your Insight check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Sense Motive
Per-encounter minor action * basic skill utility
Effect: Make an Insight check vs. a DC of 10 + the target’s Bluff check. If you succeed, you gain an accurate read of the target’s current motives and attitude.
Sense Influence
Per-encounter minor action * basic skill utility
Effect: Make an Insight check vs. a DC of 15 + twice the Rank of the influencing effect. If you succeed, you notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence.
Detect Illusion
At-will minor action * basic skill utility
Effect: You may actively roll Insight to attempt to pierce what you believe to be an illusion. Success allows you to accurately gauge whether what you are experiencing is real; critical success allows you to pierce the illusion and briefly glimpse what is underneath.
Intimidate is used to bully, frighten, or coerce others into doing your bidding. If you are not trained in Intimidate, your Intimidate check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Intimidate
At-will minor action * basic skill utility
Effect: Make an Intimidate check vs. the target’s Will defense. If you succeed, you may mark the target, force the target to surrender if bloodied, or coerce the target into taking some other action. On a critical success, the target becomes Dominated until the beginning of your next round if it is your level or lower.
Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Primal spellcasters use the Nature skill in conjunction with their access to a primal power source to perform their magics.
Nature Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a Nature knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand.
Forage
Extended action (5 minutes) * trained skill utility (knowledge)
Effect: Make a Nature check vs. a DC determined by the environment during a short rest. On a success, you gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people.
Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to your Perception check + 10. If you are not trained in Perception, your Perception check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Search Area
At-will minor action * basic skill utility
Effect: Make a Perception check, targeting a specific square within a distance of twice your Wisdom modifier that you can see. You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your check result exceeds the DC.
Perform is used to sing, dance, act, or woo a crowd. If you are not trained in Performance, your Perception check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3. The Perform skill may incur an armor check penalty if you are wearing armor or a shield, unless the performance requires little or no full-body movement.
Perform
Extended action or at-will standard action * basic skill utility
Effect: Make a Performance check vs. the highest Will defense in the crowd. On a success, you influence the crowd’s mood favorably towards you and your allies.
Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. If you are not trained in Religion, your Religion check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.
Divine Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a Religion knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand.
Sense Alignment
Per-encounter free action * basic skill utility
Effect: Make an Religion check vs. a DC of 10 + the target’s Bluff check, after succeeding on a Sense Motive check against the target. If you succeed, you gain an reasonably accurate read of the target’s probable alignment.
Stealth is used to hide, move silently, and remain unseen. If you are not trained in Stealth, your Stealth check value is simply equal to your base Dexterity modifier; training allows you to use your full Dexterity check +3. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.
Hide
At-will move action * trained skill utility
Effect: Make your normal move action, then make a Stealth check vs. the Spot defense of anyone who might notice you. You suffer a -5 penalty if you move more than 2 squares during this movement, or -10 if you run. You become hidden to anyone whose Spot defense is less than your Stealth check result until the next time you move or until something happens to reveal you.
Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. If you are not trained in Streetwise, your Stealth check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.
Street Lore
Extended action (5 minutes) * trained skill utility (knowledge)
Effect: Make a Streetwise knowledge check while interacting with the locals, vs. a DC determined by the DM. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.
Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. If you are not trained in Thievery, your Stealth check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3. . The Thievery skill may incur an armor check penalty if you are wearing armor or a shield, unless the action requires little or no full-body movement.
Delay Trap
At-will minor action * trained skill utility
Effect: Make a Thievery check with a +5 bonus vs. the trap’s DC. On a success, the trap becomes disabled until the end of your next turn. On a failure, the trap is still active. On a critical failure, you trigger the trap.
Disable Trap
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the trap’s DC. On a success, the trap becomes disabled until it resets. On a failure, the trap is still active. On a critical failure, you trigger the trap.
Pick Lock
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the lock’s DC. On a success, the lock is opened. On a failure, the lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.
Sleight of Hand
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you. On a critical failure, you provoke an atack of opportunity while performing the action.
Armor and Armor Proficiencies
In addition to defenses, which help you avoid attacks altogether, characters may wear armor. Armor tends to be effective against physical blows, which include most weapon attacks, many environmental effects, and certain magical assaults, but it tends to be worthless against elemental and non-physical magics. Armor adds to your AC defense, and reduces the damage of attacks that target your AC even if they hit. Each type of shield or armor other than cloth requires proficiency to properly wear; without the proper proficiency, your character suffers a -3 penalty to all attacks and defenses.
Unarmored (Cloth)
Cloth isn’t technically armor at all, but is simply clothing woven from light fabrics. While cloth provides no mundane protection, all characters are capable of wearing it without penalty. When you wear cloth, your AC is equal to your Reflex defense.
Light Armor
Light armor tends to be flexible, soft, and relatively silent. When you wear light armor, you add your armor's bonus to your Reflex defense to determine your AC. There are two basic kinds of light armor.
Leather armor is heavier than cloth, adding +1 to AC and reducing all incoming physical damage by 1. Leather armor is not encumbering to those who are used to it, and incurs no reflex or skill penalty.
Hide armor is heavier than leather, adding +2 to AC and reducing all incoming physical damage by 2. Hide is slightly encumbering, applying a -1 penalty to your reflex defense, and to all skill checks that are affected by armor.
Heavy Armor
Heavy armor is made of metal, and tends to be heavy, encumbering, and somewhat loud when moving about. All heavy armor reduces your character’s speed by 1, and provides a static AC regardless of your Reflex. There are three basic kinds of heavy armor.
Chainmail consists of interwoven links of metal chains which deflect incoming blows. Chainmail provides an AC of 15 + half your level and reduces all incoming physical damage by 5, but incurs a -1 penalty to reflex and to to relevant skill checks.
Scale armor consists of bands of metal scales placed strategically over a chainmail base. Scale armor provides an AC of 16 + half your level and reduces all incoming physical damage by 6, and incurs no reflex or skill penalty.
Plate armor is a fully sculpted and articulated shell of steel that surrounds your character. Plate armor provides an AC of 18 + half your level and reduces all incoming physical damage by 8, but incurs a -2 penalty to reflex and to relevant skill checks.
Shields
Shields may be worn with armor to further defend against attacks. Shields add their bonus as a cover bonus to AC and reflex, but do not reduce damage. There are two basic kinds of shields.
Light Shields leave the hand free for non-weapon tasks, and grant a +1 cover bonus to AC and reflex, while incurring a -1 penalty to relevant skill checks.
Heavy Shields require the use of the shield hand to support and direct the shield, but grant a +2 cover bonus to AC and reflex, while incurring a -2 penalty to relevant skill checks.
As effective as armor is, it does not make your character impervious. Magical and elemental attacks ignore armor, unless the armor is enchanted specifically to repel them. Even some physical attacks can get through - a critical hit bypasses armor completely, ignoring its damage reduction and applying the maximum possible attack damage, as well as dealing damage to your Constitution score. Additionally, some weapons have the Piercing property, which causes them to ignore your armor’s damage reduction when dealing damage. These weapons must still defeat your armor’s AC, however.
Armor may be enchanted to increase its basic protection, and to give it additional magical properties. Additionally, masterwork armor may be purchased, which provides the same enhancements as magical armor through mundane but highly advanced metallurgy and crafting techniques.
Superior Armor and Shields
Superior armor or shields require dedicated training to use. Each Superior armor or shield design is unique, requiring its own Advantage (Superior Armor Proficiency or Superior Shield Proficiency) to allow you to wear that armor without penalty. You must be proficient in the basic armor or shield type of a particular superior armor or shield to gain Proficiency in the superior form of that armor or shield.
Weapons and Weapon Proficiencies
Unless your character has access to magical powers, weapons are how you deal damage. There are many different kinds of melee and ranged weapons, which fall into three broad categories: Simple weapons, Martial weapons, and Superior weapons. Simple weapons are easier to use than martial weapons, and hence always use your full proficiency bonus. Martial weapons require special training; unless you are martially trained with weapons in a particular weapon category, you may not apply your proficiency bonus to martial weapons in that category, and may not learn to use superior weapons in that category.
Unarmed Attacks
Unarmed attacks deal damage at close range. All characters have a basic proficiency with unarmed and grappling attacks, using their base Strength check value as their attack modifier.
An Unarmed character uses their bare fists to deal damage. Some weapons, such as fighting gauntlets, use the same essential proficiency as unarmed attacks.
Unarmed characters may also attempt to grab and hold other creatures, which uses the Grapple proficiency. Some weapons, such as razor harnesses, use the same essential proficiency as grapple attacks.
Melee Weapons
Melee weapons deal damage at close range. Unless otherwise specified, melee weapon Proficiency bonuses are based on your character’s Strength check value.
Light Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; if you are not proficient in Light Blades, your Light Blades attack modifier is simply equal to your base Strength modifier, while training allows you to use 3 + the higher of your Strength or Dexterity check. Some Light Blades can also be used as Light Thrown weapons.
Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. If you are not proficient in Flails, your Flails attack modifier is simply equal to your base Strength modifier, while training allows you to use 3 + the higher of your Strength or Dexterity check.
Axes are wide, cleaving bladed melee weapons designed for making large and deep wounds. If you are not proficient in Axes, your Axe attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Heavy Blades are long, sharp bladed melee weapons such as heavy or two-handed swords. If you are not proficient in Heavy Blades, your Heavy Blade attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Maces are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Maces can also be used as Heavy Thrown weapons. If you are not proficient in Maces, your Mace attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Staves are long poles strengthened for melee fighting. If you are not proficient in Staves, your Staff attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Spears are essentially light blades affixed to the ends of staves, giving them a longer reach and better leverage for piercing armor. If you are not proficient in Spears, your Spear attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.
Polearms are essentially heavy blades, axes or maces affixed to the ends of staves, giving heavy weapons a longer reach and more momentum. If you are not proficient in Polearms, your suffer a -3 penalty when attempting to use a weapon with the Polearm property.
Ranged Weapons
Light Thrown weapons are anything small enough to be easily picked up and thrown at an enemy. Some light melee weapons are also balanced to be used as light thrown weapons.
Heavy Thrown weapons are anything heavier than a Light Thrown weapon that can be thrown at an enemy with sufficient force to deal damage. Some light melee weapons are also balanced to be used as heavy thrown weapons.
Slings are ranged weapons which use tension or twirling force to accelerate a small pellet or rock to high speed, flinging it at a target far harder and faster than a bare arm could manage.
Bows are ranged weapons that use a flexing wooden shaft and taut string to fire arrows into a target at great speed. Bows are martial weapons, and hence take a reasonable amount of training to master. If you are not martially proficient in Bows, your Bow attack modifier is simply equal to your base Dexterity modifier, while martial training allows you to use your full Dexterity check value +3.
Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. If you are not proficient in Crossbows, your Crossbow attack modifier is simply equal to your base Dexterity modifier, while training allows you to use your full Dexterity check value +3.
Weapon Properties
Weapons have several properties, which adjust how they operate in combat.
Simple weapons require very little training to use. Most characters begin play with at least one Simple weapon group proficiency. Without a proficiency in Simple weapons of a particular group, your proficiency bonus for all weapons in that weapon group is limited to your base Ability modifier. If you have a weapon proficiency with Simple weapons in a group, your proficiency bonus for those weapons is equal to 2 + your Ability check value.
Martial weapons require dedicated training to use, and hence are more difficult to master. Each weapon group has an Advantage (Martial Weapon Proficiency) that grants your Proficiency bonus to attacks with any martial weapon in that weapon group.
Superior weapons require dedicated training to use. Each Superior weapon is unique, requiring its own Advantage (Superior Weapon Proficiency) to allow you to apply your Proficiency bonus to attacks with that specific type of weapon.
One-handed weapons may be wielded in one hand, leaving the other hand free to hold another weapon, a shield, or other items.
Off-hand weapons may be wielded in your off hand while your main hand wields another one-handed weapon.
Versatile weapons are one-handed weapons that may optionally be wielded in two hands. When wielded in two hands, they gain a +1 bonus to damage, and gain all the benefits of two-handed weapons. Small characters must wield versatile weapons in both hands, and gain no bonus for doing so.
Two-handed weapons require both hands to use, but typically do more damage than one-handed weapons. Two-handed weapons may not be wielded by small characters.
Small weapons are two-handed weapons that may be wielded by small characters. They must be wielded in both hands regardless of the character’s size.
Piercing weapons more easily penetrate armor, ignoring the armor's damage reduction if they hit.
Accuracy is how easy it is to hit with the weapon. Some weapons, such as daggers and swords, grant a +1 accuracy bonus to all attack rolls made with that weapon.
Damage is the amount and type of dice to roll to determine the weapon’s damage if it hits. Melee weapons typically add your base Strength modifier to this value to determine total damage, while ranged weapons typically add your base Dexterity modifier to this value to determine total damage.
Range is how far the weapon can successfully deal damage. Melee weapons either have no range, or have a “reach” value, which is the number of squares away that you can attack when wielding the weapon. Ranged weapons have two values, a short range and a maximum range. Within short range, you may attack without penalty; attacking past short range but within maximum range incurs a -2 penalty to your attack roll.
Weapons Table
Simple One-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Club Mace +0 1D6 - -
Dagger Light Blade +1 1D4 5/10 Off-Hand, Light Thrown
Javelin Spear +0 1D6 10/20 Heavy Thrown
Mace Mace +0 1D8 - Versatile
Shortspear Spear +0 1D8 - Versatile, Piercing
Sickle Light Blade +0 1D4 - Off-Hand
Simple Two-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Greatclub Mace +0 2D4 - -
Morningstar Mace +0 1D10 - -
Quarterstaff Staff +0 1D8 - -
Scythe Heavy Blade +0 2D4 - -
Martial One-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Battleaxe Axe +0 1D10 - Versatile
Flail Flail +0 1D10 - Versatile
Hand Axe Axe +0 1D6 5/10 Off-Hand, Heavy Thrown
Longsword Heavy Blade +1 1D8 - Versatile
Scimitar Heavy Blade +0 1D8 - -
Shortsword Light Blade +1 1D6 - Off-Hand
Hand Hammer Mace +0 1D6 5/10 Off-Hand, Heavy Thrown
Warhammer Mace +0 1D10 - Versatile
War Pick Mace +0 1D8 - Versatile, Piercing
Martial Two-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Falchion Heavy Blade +1 2D4 - -
Glaive Heavy Blade +0 1D10 Reach +1 Polearm
Greataxe Axe +0 1D12 - -
Greatsword Heavy Blade +1 1D10 - -
Halberd Axe +0 1D10 Reach +1 Polearm
Heavy Flail Flail +0 2D6 - -
Longspear Spear +1 1D10 Reach +1 Polearm, Piercing
Maul Mace +0 2D6 - -
Simple One-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Improvised Light Thrown +0 1D4 5/10 -
Improvised Heavy Thrown +0 1D8 2/5 -
Sling Light Thrown +1 1D4 10/20 Load free
Hand Crossbow Crossbow +0 1D6 10/20 Load free, Piercing
Simple Two-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Crossbow Crossbow +0 1D8 15/30 Load minor, Piercing
Military Two-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Shortbow Bow +0 1D8 15/30 Load free, small, piercing
Longbow Bow +0 1D10 20/40 Load free, piercing
Hvy Crossbow Crossbow +0 1D10 20/40 Load minor, piercing
Advantages
Advantages are specific areas of expertise that you may learn as you advance in level. At first level, each character may choose one Advantage that they qualify for. At each even level thereafter, they may choose an additional Advantage.
Skill Training
Prerequisite: None
You gain Training in one skill of your choice. Your check value for that skill is equal to the check value of the ability the skill is based on + 3.
Expert Training
Prerequisite: Trained in a skill.
You gain Expert training in one skill that you are Trained in, and gain a +2 advantage bonus to all skill checks with that skill.
Weapon Proficiency
Prerequisite: None
You gain Proficiency in one weapon group of your choice. Your check value for attacks with weapons in that group is equal to the check value of the ability the proficiency is based on + 3.
Martial Proficiency
Prerequisite: Basic proficiency in a weapon group
You gain Martial proficiency in one weapon group that you are Proficient in.
Weapon Expertise
Prerequisite: Martial proficiency in a weapon group
You gain a +2 advantage bonus to all attack checks with weapons in one weapon group that you are Proficient in.
Superior Proficiency
Prerequisite: Martial proficiency in a weapon group
You gain proficiency with a single superior weapon. You must have martial proficiency with that weapon’s group to take this advantage.
Class Feature
Prerequisite: None
Effect: You gain one class feature from any class role within your class.
Martial Technique Training
Prerequisite: “Perform Martial Technique” per-encounter feat
Effect: You learn two additional martial techniques that you qualify for.
Cunning Exploit Training
Prerequisite: “Perform Cunning Exploit” per-encounter feat
Effect: You learn two additional cunning exploits that you qualify for.
Bardsong Training
Prerequisite: “Perform Bardsong” per-encounter feat
Effect: You learn two additional Bard songs that you qualify for.
Primal Rite Training
Prerequisite: “Perform Primal Rite” per-encounter feat
Effect: You learn two additional primal rites that you qualify for.
Arcane Spell Training
Prerequisite: “Cast Arcane Spell”, “Cast Spellbook Spell” or “Meditative Focus” per-encounter feat
Effect: You learn two additional arcane spells that you qualify for.
Divine Prayer Training
Prerequisite: must know at least one “Perform Divine Prayer” per-encounter feat
Effect: You learn two additional divine prayers that you qualify for.
Multi-Class: Martial
Prerequisite: Non-Martial, Training in Endurance and Athletics.
You gain one class feature from any Martial class role, and replace one of your at-will or per-encounter feats with a Martial at-will or per-encounter feat of the same rank. You now count as a Martial hero, in addition to your original Class.
Multi-Class: Cunning
Prerequisite: Non-Cunning, Training in Bluff and Stealth.
You gain one class feature from any Cunning class role, and replace one of your at-will or per-encounter feats with a Cunning at-will or per-encounter feat of the same rank. You now count as a Cunning hero, in addition to your original class.
Multi-Class: Primal
Prerequisite: Non-Primal, Training in Nature and Perception.
You gain one class feature from any Primal class role, and replace one of your at-will or per-encounter feats with a Primal at-will or per-encounter feat of the same rank. You now count as a Primal hero, in addition to your original Class.
Multi-Class: Arcane
Prerequisite: Non-Arcane, Training in Arcana and Craft.
You gain one class feature from any Arcane class role, and replace one of your at-will or per-encounter feats with an Arcane at-will or per-encounter feat of the same rank. You now count as an Arcane hero, in addition to your original Class.
Multi-Class: Divine
Prerequisite: Non-Arcane, Training in Religion and Insight.
You gain one class feature from any Divine class role, and replace one of your at-will or per-encounter feats with a Divine at-will or per-encounter feat of the same rank. You now count as a Divine hero, in addition to your original Class.
Feats
Player characters get various feats that they may use to help them survive adventures. Feats come in three categories, determined by how often you can use them.
At-Will Feats may be used as many times as you wish, so long as you fulfill all the criteria necessary for using them. All characters gain two class-based At-Will feats at level 1, and then gain an additional At-Will feat at every even level.
Per-Encounter Feats are somewhat draining to use, and thus may typically only be used once per encounter. A character gains a new per-encounter feat at every odd level. All characters gain one or two class-based per-encounter feats at level 1, and then gain an additional per-encounter feat at every odd level. Characters additionally gain one racial per-encounter feat, depending on their race, or may exchange that for a third class-based per-encounter feat if they choose one of their race’s favored classes.
Feat Ranks
Per-encounter feats are organized into Ranks, which are a tier-based ranking of their power or versatility. At first level, you may only choose Rank 1 per-encounter feats, unless a specific Class Feature or Advantage allows you to take a higher-ranked feat. At each odd level, the maximum Rank of feats that you may learn and perform goes up by one.
Exclusive Feats
Most per-encounter feats represent some kind of power (whether it be fatigue, mana, or spiritual energy) that you can expend to fuel your more impressive actions. As you expend your per-encounter feats, that power empties. Since most per-encounter feats use the same “power bar”, you may typically expend a per-encounter feat to perform that feat’s action, or the action of any other same- or lower-rank feat that you know. Other per-encounter feats have the ‘Exclusive’ keyword, which means that that feat power may only be used to perform that specific feat’s action. Most ‘Exclusive’ per-encounter feats have some added perk that makes it worth taking them over the more flexible and versatile non-exclusive feats.
Whenever your character has the ability to take a Short Rest (a break from battle lasting at least 5 minutes), you regain the use of all per-encounter feats.
Daily Powers are even more draining to use, taking several hours of preparation or recuperation before they are available. Many magic-based character classes gain a daily power at level 1, in lieu of a second per-encounter feat, and then gain an additional daily power at level 5 and at level 9. Unlike per-encounter feats, all daily powers must be prepared exclusively, since they typically require some specific material or magical component that was prepared the night before. In exchange, daily powers typically allow you to access feats of one rank higher than encounter powers - a level 1 daily power will typically allow you to perform Rank 2 magic, while a level 5 daily power will allow you to perform Rank 4 magic, and a level 9 daily power will allow you to learn and perform Rank 6 magic.
Whenever your character has the ability to take an Extended Rest (a break from battle lasting at least 8 hours), you regain the use of all daily powers and per-encounter feats.