Player Reference Card.pdf
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PLAYER REFERENCE CARD
Checks
D20 + STATISTIC
On Your Turn
At the start of your turn, regain your 3 actions and 1 reaction.
Include bonuses and
penalties.
Compare to the DC to determine
success.
Critical Success
Exceed the DC
by 10 or more.
Success
Meet or exceed the DC.
Failure
Get lower than the DC.
Critical Failure
Get 10 below the
DC or lower.
[one-act [one-act [one-act [reactio
You can use these basic actions, any others on page 65 of the
Hero’s Handbook,
and any from your class. Speaking or dropping something doesn’t take an action.
ROLLING 20 OR 1
If you roll a 20 on the die, increase
the degree of success by one step.
If you roll a 1 on the die, decrease
the degree by one step.
DCs
Difficulty Class is the target
number for a check. Add 10 to a
statistic to turn it into a DC.
Drop Prone
[one-act
(move) Fall prone.
Interact
[one-act
(manipulate) Grab an
object, open a door, draw an item,
or do a similar action.
Leap
[one-act
(move) Jump horizontally
10 feet (15 feet if your Speed is
30 feet), or vertically 3 feet and
horizontally 5 feet.
Seek
[one-act
(concentrate, secret) Scan
an area for signs of creatures or
objects using Perception.
Stand
[one-act
(move) Stand from prone.
Step
[one-act
(move) Move 5 feet without
triggering reactions.
Stride
[one-act
(move) Move your Speed.
Strike
[one-act
(attack) Attack with a
weapon or unarmed attack. Roll
an attack roll against the target’s
AC. The multiple attack penalty
is –5 on your second attack,
–10 on your third (or –4 and –8,
respectively, with agile weapons).
CONDITIONS
CONCEALED
While you’re concealed from a creature, such as in a
thick fog, you’re difficult for that creature to target. A creature
you’re concealed from must succeed at a DC 5 flat check (roll a 5 or
higher on a d20 without adding anything) when targeting you with
an attack, spell, or other effect. This applies only to abilities with
targets, not to ones with areas that don’t let the user select targets.
If the flat check fails, the attack, spell, or effect doesn’t affect you.
FLAT-FOOTED
You’re unable to defend yourself well. You take a
–2 circumstance penalty to AC. Flanking (Hero’s
Handbook
69)
makes you flat-footed only to creatures flanking you, but some
effects make you flat-footed against everything.
FRIGHTENED
This condition has a value. You take a status penalty
equal to this value to all your checks and DCs. At the end of
each of your turns, the value of your frightened condition
decreases by 1. When it reaches 0, you’re no longer frightened.
GRABBED
You’re held in place by another creature. You’re unable
to move and have the flat-footed condition (a –2 circumstance
penalty to AC). If you use a manipulate action while grabbed,
you must succeed at a DC 5 flat check (roll a 5 or higher on
a d20 with no statistics) or the action does nothing; roll the
check after spending the action, but before its effects happen.
PERSISTENT DAMAGE
Instead of taking persistent damage
immediately, you take it at the end of each of your turns as
long as you have the condition. Whatever gives you persistent
damage tells you the damage type and the dice; you roll the
damage dice each time. After you take persistent damage, roll
a DC 15 flat check (roll 15 or higher on a d20 without adding
anything) to see if you recover from the persistent damage. If you
succeed, the condition ends. If you or someone else took steps
to help you recover (like trying to snuff out a fire), the DC is 10.
If you gain persistent damage when you already have
persistent damage of the same type, you keep only one:
whichever has a higher amount or die size.
PRONE
You’re lying on the ground. You are flat-footed (–2
circumstance penalty to AC) and take a –2 circumstance
penalty to attack rolls. Standing up ends the prone condition.
RESTRAINED
You can’t move, and you have the flat-footed
condition (a –2 circumstance penalty to AC). You can can’t
use any actions with the attack or manipulate traits except
to attempt to Escape (Hero’s
Handbook
65). Restrained is
stronger than grabbed, so grabbed doesn’t affect you if
you’re restrained.
SLOWED
When you regain your actions at the start of your turn,
reduce the number of actions you regain by your slowed value.
Because slowed has its effect at the start of your turn, you don’t
immediately lose actions if you become slowed during your turn.
UNCONSCIOUS
See
Hero’s Handbook
page 70.
WOUNDED
See
Hero’s Handbook
page 70.
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