Cheat Sheet
Disclaimer: this cheat sheet is simply an overview of functions for players already familiar with the system. It cuts out a lot of important concepts and greatly boils down the rest. It does not in any way replace knowledge you gain from reading the other pages.
Basics
Most things determined by d20 roll + modifiers
Base mod. – from attributes (together called ability modifiers)
Strength – I do strong stuff
Dexterity – I do dodgy stuff
Intelligence – I do smart stuff
Charisma – I do cool people stuff
Endurance – I freaking survive
Derived modifiers – from one of the attributes
Saving modifier – trying to avoid bad, defaults to Endurance
Spellcasting modifier for doing spells, defaults to Intelligence or Charisma (by class)
Attack modifier for hurting someone, defaults to Strenght for close range, Dexterity for long range, and spellcasting mod. for spells
Check roll against DC
Rough estimates for DC – Very easy (5), Easy (10), Medium (15), Hard (20), Very hard (25), Nearly impossible (30), God level stuff (35), Why are you still trying (40)
Attack compare against target AC, dictated by armor (must be bought/ be in wild Form), base 10
Spells can have save DC for Saving throws to be made (10 + Spellcasting mod.)
When needed, always round down unless noted otherwise
Relevant pages: Standard rolls (how to roll), Attributes and Modifiers (your attributes)
Character Stats
Important stats breakdown:
PL – how much you are strong as a whole, determines your other stats
HP – health, have none, you dead
Temporary HP – buffer before HP, lost first
FP – mana/stamina, use to cast spells and invest in abilities
AC – how hard to hit, determined by armor
Attributes – how well you do stuff, 5 types (STR, DEX, INT, CHA, END), refer to above section
Equipment – Stuff you have, literally, has to be bought (most of the time)
Class – what abilities you can have, refer to below section
CL – how strong/experienced you are in one class
Stats that are the same for everyone (excluding wild shapes) – speed 30 ft., size 5×5 ft.
Relevant links: Your character (how all that relates), Game stats (for all the actual numbers), Equipment Basics (general equipment rules)
Classes
Class tells you what abilities you do + general idea of you character can be (does not have to be, but can)
Abilities are two types – passive (only one per class, costs nothing) and active (more per class, unlocked by PL, have to invest FP to actually gain)
Cl – the requirement of your highest ability, determines how much stronger individual abilities get, can have multiple (one for each class)
You can only unlock active abilities in the order they are listed, and up to your PL
Multiclassing – picking more than one class
You get the passive only from your main class (the one you picked first), and you have to pay double for any active abilities (normal rules still apply)
Class breakdown
Physical (no magic) – Bladedancer, Commander, Mercenary, Savage, Wraith
Magical (has magic a lot) – Auramancer, Diplomat, Mage, Priest, Soothesayer
Mixed (bit of both, or magic only as lore/different than regular spells) – Dragoncaller, Formshifter, Inquisitor, Planewalker, Tinkerer, Tracker
Relevant pages: Classes (general overview), Auramancer, Bladedancer, Commander, Diplomat, Dragoncaller, Formshifter, Inquisitor, Mage, Mercenary, Planewalker, Priest, Savage, Soothesayer, Tinkerer, Tracker, Wraith
Magic
Casting spells to do cool stuff
Spell either cantrip (is for free, effectively 0 level, but pretty weak) or leveled spell (1-9, FP cost = level, more powerful)
You can cast spells up to your CL, and only from spells your class/classes has/have
General spell list are spells that multiples classes can use
Some leveled spells can be empowered – make better, costs more, up to your CL (max 9)
Each spell has attributes – level, casting time, components, duration, range, target
Some spells need concentration – focus on keeping it active, normal stuff does not break it, but these can/do
Casting another spell with concentration – only 1 at a time
Taking damage – Saving throw DC 10 or half damage, whichever higher, lose on fail
Being knocked out/dead – if you are incapacitated, you lose concentration
Some spells are AoE – range refers to distance to point of origin (where the spell starts from)
Magic in combat – can cast as many spells per round as you have actions, but each has to be of a different name
Relevant links: Magic (general overview + table of all spells), Spell lists (by level) level 0, level 1, level 2, level 3, level 4, level 5, level 6, level 7, level 8, level 9, Spell lists (by class), General Spells (spells that multiple classes have), Auramancer, Diplomat, Inquisitor, Mage, Planewalker, Priest, Soothesayer, Tinkerer, Tracker
Combat
Everyone in combat rolls initiative (determine order) – Dexterity check
Every round everyone gets at least 1 turn, more determined by initiative
Initiative passes – at end deduct number from initiative score, if above 0 get another pass. -20 for first, -10 for all other.
On your turn – move (up to speed), action, bonus action (things that say are bonus action), speak with others, interact with object (only simple stuff)
Specific case – reactions, taken outside your turn in regards to another event (always noted what specific event)
Actions – Attack, Cast a spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an object
Relevant links: Combat (more details)