Identity
Daily
Archetype
Ability
Offense
Initiative (REF)
Speed (ft)
Spell Save DC
8 + (level / 2, Rounded up) + Spell casting Modifier
Defense
Defense
Saving Throws
Fortitude (FORT)
Reflex (REF)
Will (PRES)
Intellect (INT)
Hit Points
Current
Max
/
Temp
Resource Points
Current
Max
/
Temp
Ability Scores
Stat
Score
MOD
Skills
Available
0
Spent
Left
Cap per skill: level + 1 ( pts max)
Skill
Pts
Total
Actions
Daily Archetype Ability
Features
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Proficiencies & Training Armor, weapons, tools, and languages known
🛡 Armor
⚔ Weapons
🪛 Tools
📜 Languages
Lore & Notes
Level Log Tracks HP gained, skill points earned, and where you placed them
Combat Cheat Sheet
Attack Rolls
Roll 2d10 + relevant modifiers. The total determines hit quality:
≤ 12
Graze — half the rolled damage
13+
Hit — full rolled damage
18–20 (natural)
Critical Hit — see below
Advantage & Disadvantage
Advantage
Roll 3d10, use highest 2 3d10kh2
Disadvantage
Roll 3d10, use lowest 2 3d10kl2
Both
They cancel entirely — roll standard 2d10, even with multiple sources
Critical Hits (natural 18–20)
Deal half maximum damage dice + half normally rolled.
2d88 + 1d8
4d48 + 2d4
3d48 + 1d4 (odd count rounds down)
Alternatively — Stunt: Roll standard damage and instead perform a dramatic narrative action the GM permits (push a foe off a ledge, disarm, briefly stun, etc.)
Optional high-lethality rule: all dice deal maximum damage on a crit — likely fatal for Level 1 characters.
Defense Score
Reduces incoming damage based on armor, REF, and special abilities.
Light / Medium
REF modifier + Armor Value
Heavy
Armor Value only (no REF)
Skill Check DCs
Roll 2d10 + Skill Level + Ability Modifier. Default DC is 13.
9–12
Easy — routine tasks or minor obstacles
13–16
Standard — common challenges under pressure
17–20
Hard — complex or risky tasks under duress
21+
Extreme — near-impossible, highly specialized
Resting
Short Rest
Once between long rests. Outside combat. Restore ½ max HP + ½ max Resource (rounded down). Does not restore Once per Long Rest abilities.
Long Rest
8 hours in a settlement. Restores all HP, all Resources, and Once per Long Rest abilities.
Conditions
Basic
Deafened, Distracted, Prone, Staggered, Frightened, Grappled — situational disadvantage, movement denial, minor roll debuffs
Advanced
Blinded, Poisoned, Restrained — severe disadvantage on core attacks, defenses, or saves
Expert
Stunned, Paralyzed, Petrified — total action denial and/or severe compromise of defenses
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Effects
Resolution
Duration
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