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Pass Through

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to move through a Space occupied by a hostile creature that’s within 1 size of you.
Make a contested Martial Check against the target. Success: You can move through the creature’s Space as if it were Difficult Terrain (Slowed 1 while moving through the area).

Skill Based Actions

Medicine

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to touch a creature and tend to its wounds.
Make a DC 10 Medicine Check.
Success: You stop its Bleeding or Stabilize it (your choice).
Success (each 5): The creature gains +1 Temp HP.

Skill Based Actions

Search

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to locate 1 or more Hidden creatures and concealed objects within your Line of Sight.
• Hidden Creatures: You attempt to locate any Hidden creatures in the area. Make an Awareness Check against the Stealth Check of any Hidden creatures. Success: You know the location of any Hidden creature whose Stealth Check you beat until the end of your turn. Knowing a creature’s location does not grant you the ability
to see it.
• Hidden Objects: You attempt to locate any Hidden objects in the area. Make an Awareness Check against the DC to discover any concealed objects (such as traps, secret doors, or hidden items). Success: You discover the location of any Hidden object whose discovery DC you beat.

Skill Based Actions

Jump

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to increase the distance you can cover when Jumping. Make a DC 10 Athletics Check.
• Long Jump: Success: You can move 1 additional Space as part of your Long Jump.
Success (each 5): +1 additional Space.
• High Jump: Success: You can move an additional 1ft (30cm) as part of your High Jump.
Success (each 5): +1ft (30cm).

Skill Based Actions

Investigate

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to uncover a concealed object on a creature, a secret compartment, or the intended function of a mechanism within 1 Space of you.
Concealed Objects: You can attempt to uncover any objects concealed on a creature. Make an Investigation Check contested by the target’s Trickery Check.
Success: You know the location of any concealed object on the creature.
Discern Mechanism: You can attempt to discern the functionality of a mechanism (the effect of a trap, how to open a secret door, or activate a device). Make an Investigation Check.
Success: You learn how the mechanism works and the methods to activate and disable it (if any).

Skill Based Actions

Intimidate

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to intimidate a creature that can see or hear you.
Make an Intimidation Check contested by the target’s Charisma Save.
Success: The target is Intimidated by you until the end of your next turn.

Skill Based Actions

Feint

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to make Trickery Check Contested by the target’s Insight Check.
Success: The next Attack against the target before the start of your next turn has ADV and deals +1 damage.

Skill Based Actions

Conceal

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to hide an object on yourself or in nearby foliage, debris, or decor to render it Hidden.
Make a contested Trickery Check against the Passive Awareness of creatures that can see you.
Success: The object is Hidden from any creature whose Passive Awareness you beat.

Skill Based Actions

Combat Insight

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to discern the course of actions a creature might take on its next turn. Make an Insight Check contested by the target’s Trickery or Influence Check (its choice).
Success: You learn the target’s emotional state and whether it plans to make an Attack, cast a Spell, or flee combat during its next turn.
Success (5): You know who the creature is likely to
target with a harmful ability.
Success (10): You know which ability the creature plans to use.

Skill Based Actions

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Analyze Creature

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to recall or discern some information about a creature that you can see or hear.
Make a DC 10 Knowledge Check determined by the GM.
Success: You learn a piece of lore about the creature. Success (5): You learn 1 creature statistic (PD, MD, Attacks, Abilities, Resistances, Vulnerabilities, Immunities, etc.).
Success (10): +1 creature statistic.

Skill Based Actions

Calm Animal

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to beguile a Beast that can see or hear you. Make an Animal Check contested by the target’s Charisma Save.
Success: The animal is Taunted by you for 1 minute
(Repeated Save) or until you target it with a harmful Attack, Spell, or other effect.
Success (5): It’s also Impaired.
Success (10): It’s also Charmed.

Skill Based Actions

Spell

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 or more AP to cast a Spell that you know. If
the Spell has a Mana Point requirement, you must spend that
much MP to cast the Spell.

Utility Actions

Object

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to perform 1 of the following
object interactions:
• Drink a Potion or Administer a Potion to another Creature.
• Attempt to Lock or Unlock a Lock.
• Make a Trickery Check to activate or disable a trap or other
mechanism.
• Transfer and Item to or from another Creature (only 1 of the two creatures spends 1 AP).
• Throw an Item to location you can see up to 5 Spaces away.

Utility Actions

Move

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to move up to your Speed in Spaces. It chooses where to move, and can break up
its movement by moving before and after taking a different Action.
You can’t end your turn in a Space occupied by another creature.

Utility Actions

Hide

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to Hide from 1 or more creatures that can’t see you (Unseen). Make a Stealth Check against the opposing creatures’ Passive Awareness. Success: You become Unheard by creatures whose Passive Awareness you beat, making you Hidden from them. You remain Hidden until you make a noise louder than a whisper, make an Attack, cast a Spell with a Verbal Component, or a creature takes the Search Action and successfully locates you.
Unheard: You are Unheard while you remain silent, talk no louder than a whisper.
Unseen: You are Unseen by a creature while you are imperceivable to its visual senses.
Hidden: While you are both Unheard and Unseen, you are considered Hidden, and your location or presence unknown to other creatures.

Defensive Actions

Dodge (Ful)

  • casting time 1 AP (2 AP)
  • range

  • components
  • duration

You can spend 1 AP to impose DisADV on the next Attack Check or Spell Check made against you until the start of your next turn.

Full Dodge: When you take the Dodge Action, you can spend an additional 1 AP to impose DisADV on all Attacks made against you until the start of your next turn.

Defensive Actions

Disengage (Ful)

  • casting time 1 AP (2 AP)
  • range

  • components
  • duration

You can spend 1 AP to impose DisADV on Opportunity Attacks made against you until the start of your next turn.

Full Disengage: When you take the Disengage Action, you can spend an additional 1 AP to become immune to Opportunity Attacks until the start of your next turn.

Defensive Actions

Tackle

  • casting time 1 AP
  • range

  • components
  • duration

If you move at least 2 Spaces in a straight line, you can spend 1 AP to attempt to Tackle a creature that is your same size or smaller.
Make an Athletics Check contested by the target's Martial Check.
Success: You Grapple the target, you both move 1 Space in the same direction you’re moving, and immediately fall Prone.
Success (each 5): +1 Space moved.

Offensive Actions

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Shove

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to attempt to push a creature within 1 Space of you.
Make an Athletics Check contested by the target’s Martial Check.
Success: You push the creature 1 Space away from you or to its left or right.
Success (each 5): Push up to 1 additional Space. Knock Prone:
After the result, you can choose to reduce the total distance the target is pushed by 1 Space to knock them Prone instead.

Offensive Actions

Help

  • casting time 1 AP
  • range

  • components
  • duration

You can spend 1 AP to grant a creature a Help Die, which is a d8, that lasts until the start of your next turn. You declare 1 attacker and 1 target.
You must be within 1 Space of the attacker or the target in order to grant the Help Die. While the Help Die lasts, the attacker can add the Help Die to 1 Attack Check or Spell Check it makes against the target PD.
The Help Die can only be used to aid the type of Check declared. Multiple Help Penalty: Once you take the Help Action, each time you take the Help Action again before the end of your
turn, your Help Die decreases by 1 step, to a minimum of a d4 (d8 | d6 | d4).

Utility Actions

Grapple

  • casting time 1 AP
  • range

  • components
  • duration

Using a free hand, you can spend 1 AP to attempt to Grapple another creature. Make an Athletics Check contested by the opposing creature’s Martial Check. Success: The creature is Grappled by you.
Escape Grapple: You can spend 1 AP to attempt to free yourself from a Grapple. Make a Martial Check contested by the opposing creatures Athletics Check. Success: You end the Grappled Condition on yourself.

Offensive Actions

Disarm

  • casting time 1 AP
  • range

  • components
  • duration

(Offensive Actions) You can spend 1 AP to make an Attack Check Contested by the target's Athletics, Acrobatics, or Trickery Check (targets choice), the target has ADV if they are holding the object with 2 hands, you have DisADV if the target is larger than you.
You cannot Disarm a creature that is 2 Sizes larger than you.
Success: The targeted object falls into an unoccupied space of your choice within 1 Spaces of the creature.


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