Basics

Basic Actions Rules Details
  • Aid [reaction] DC 20 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary).
  • Crawl [two-actions] (move) Move 5 feet while prone.
  • Delay [free-action] Select this when your turn begins; take your turn later.
  • Drop Prone [two-actions] (move) Fall prone.
  • Escape [two-actions] (attack) Attempt to get free when grabbed, restrained, or immobilized. Use unarmed attack modifier, Acrobatics, or Athletics.
  • Interact [two-actions] (manipulate) Grab an object, open a door, draw an item, or do a similar action.
  • Leap [two-actions] (move) Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
  • Ready [two-actions] (concentrate) Prepare to take a single action or free action as a reaction with a trigger you designate.
  • Release [free-action] (manipulate) Release something you're holding without triggering reactions.
  • Seek [two-actions] (concentrate, secret) Scan an area for signs of creatures or objects using Perception.
  • Sense Motive [two-actions] (concentrate, secret) See if a creature is lying.
  • Stand [two-actions] (move) You stand up from prone.
  • Step [two-actions] (move) Move 5 feet without triggering reactions.
  • Stride [two-actions] (move) Move up to your Speed.
  • Strike [two-actions] (attack) Attack with a weapon or unarmed attack.
  • Take Cover [two-actions] Gain cover, or get greater cover if you have cover.
Specialty Basic Actions Rules Details
  • Area Fire [two-actions] (area, attack) Cause damage in a designated area defined by your weapon.
  • Arrest a Fall [reaction] Use Acrobatics to slow your fall while flying.
  • Auto-Fire [two-actions] (area, attack) Deal area damage in a cone.
  • Avert Gaze [two-actions] Get a +2 circumstance bonus against visual abilities.
  • Burrow [two-actions] (move) Move up to your burrow Speed.
  • Dismiss [one-action] (concentrate) Dismiss an effect.
  • Fly [two-actions] (move) Move up to your fly Speed. Moving upward counts as traveling through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you're airborne at the end of your turn and didn't Fly this round, you fall.
  • Grab an Edge [reaction] (manipulate) Try to catch onto something to stop a fall.
  • Mount [two-actions] (move) Get on an allied creature bigger than you to ride it.
  • Point Out [two-actions] (auditory, manipulate, visual) Reveal an undetected creature.
  • Push Off [one-action] (move) When untethered, if you have a free limb, use a same-sized or larger object or creature to propel yourself up to half your Speed and alter your drift accordingly. You may also Push Off as a free action after a successful melee Strike or Shove.
  • Raise a Shield [two-actions] Put up a shield to get its bonus to AC.
  • Sustain [one-action] (concentrate) Choose an effect that has a sustained duration, and extend the effect for an additional round.
  • Switch Hands [one-action] Designate a pair of limbs as your active hands.
Conditions Rules Details
  • Blinded: You're unable to see.
  • Broken: This item can't be used for its normal function until repaired.
  • Clumsy: You can't move as easily or gracefully as usual.
  • Concealed: Fog or similar obscuration makes you difficult to see and target.
  • Confused: You attack indiscriminately.
  • Controlled: Another creature determines your actions.
  • Dazzled: Everything is concealed to you.
  • Deafened: You're unable to hear.
  • Doomed: With your soul in peril, you're now closer to death.
  • Drained: Blood loss or something similar has leached your vitality.
  • Dying: You're slipping closer to death.
  • Encumbered: You're carrying more weight than you can manage.
  • Enfeebled: Your strength has been sapped away.
  • Fascinated: You're compelled to focus your attention on something.
  • Fatigued: Your defenses are lower, and you can't use exploration activities while traveling.
  • Fleeing: You must run away.
  • Friendly: An NPC with this condition has a good attitude toward you.
  • Frightened: Fear makes you less capable of attacking and defending.
  • Glitching: You or your technological equipment is seizing up or malfunctioning.
  • Grabbed: A creature, object, or magic holds you in place.
  • Helpful: An NPC with this condition wants to assist you.
  • Hidden: A creature you're hidden from knows your location but can't see you.
  • Hostile: An NPC with this condition wants to harm you.
  • Immobilized: You can't move.
  • Indifferent: An NPC with this condition doesn't have a strong opinion about you.
  • Invisible: Creatures can't see you.
  • Observed: You're in plain view.
  • Off-Guard: You're unable to defend yourself to your full capability.
  • Paralyzed: Your body is frozen in place.
  • Persistent Damage: You keep taking damage every round.
  • Petrified: You've been turned to stone.
  • Prone: You're lying on the ground and easier to attack.
  • Quickened: You get an extra action each turn.
  • Restrained: You're tied up and can't move, or a grappling creature has you pinned.
  • Sickened: You're sick to your stomach.
  • Slowed: You lose actions each turn.
  • Stunned: You can't use actions.
  • Stupefied: You can't access your full mental faculties, and you have trouble casting spells.
  • Suppressed: You're in a dangerous situation that forces you to act less efficiently.
  • Unconscious: You're asleep or knocked out.
  • Undetected: A creature you're undetected by doesn't know where you are.
  • Unfriendly: An NPC with this condition doesn't like you.
  • Unnoticed: A creature is entirely unaware you're present.
  • Untethered: You're floating in a zero-gravity environment without a means of movement.
  • Wounded: You've been brought back from the brink of death but haven't fully recovered.
Icon Key Rules Details [one-action] Single Action
[two-actions] Two-Action Activity
[three-actions] Three-Action Activity
[reaction] Reaction
[free-action] Free Action
Turns Rules Details
  1. Start your Turn Your durations measured in rounds decrease by 1; use one triggered action with a trigger of “your turn begins”; attempt a recovery check if you're dying; regain your 3 actions and 1 reaction.
  2. Act Use your actions.
  3. End your Turn End anything that lasts until the end of your turn; take persistent damage and attempt to recover from it; use one triggered action with a trigger of “your turn ends”.
Death and Dying Rules Details
  • Knocked Out When reduced to 0 HP, move your initiative position to directly before the turn in which you were reduced to 0 HP. Gain dying 1, or dying 2 if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you unconscious at 0 HP and doesn't give you the dying condition.
  • Dying You are unconscious. If you ever reach dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the dying condition. Any time you lose the dying condition, increase your wounded value by 1. If you take damage while dying, increase the dying value by 1 (or 2 on an enemy's critical success or your critical failure).
  • Recovery Checks At the start of your turn when you're dying, attempt a flat check (DC 10 + your dying value).
    Critical SuccessYour dying value is reduced by 2.
    SuccessYour dying value is reduced by 1.
    FailureYour dying value increases by 1.
    Critical FailureYour dying value increases by 2.
  • Wounded Any time you gain the dying condition, add your wounded value to the amount you gain or increase your dying value. The wounded condition ends if you receive HP from Treat Wounds, or if you're restored to full HP and rest for 10 minutes.
  • Doomed The maximum dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. Your doomed value decreases by 1 each time you get a full night's rest.
Unconscious Rules Details You can't wake up from unconsciousness while you have 0 Hit Points. If you're unconscious and have 1 or more Hit Points, you wake up in one of five ways.
  • You take damage, provided the damage doesn't drop you to 0 HP.
  • You receive healing, other than natural healing from resting.
  • Someone nudges or shakes you awake with an Interact action.
  • If there's loud noise, at the start of your turn attempt a Perception check against the noise's DC, waking up if you succeed. If creatures are attempting to stay quiet, this uses their Stealth DC.
  • The GM decides you wake up either because you have had a restful night's sleep or something disrupted that restful sleep.
Hero Points Rules Details Give out 1 Hero Point to each PC at the start of the session. Give out roughly 1 more per hour of play, for a heroic act or a moderate or major accomplishment. Hero Points can be spent in two ways.
  • Spend 1 Hero Point to reroll a check and use the second result. This is a fortune effect.
  • Spend all your Hero Points to avoid death. You can do this when your dying condition would increase. Lose the dying condition and stabilize with 0 Hit Points. Don't gain or increase your wounded value from losing the dying condition in this way, but if you already had that condition you don't lose it or decrease it.
Exploration Activities Rules Details You must move at half speed to use any of these activities, except Hustle.

Skills

Treat Wounds Action Details
Treat Wounds
ProficiencyDCSuccess HealingCritical Healing
Trained152d84d8
Expert*202d8+104d8+10
Master*302d8+304d8+30
Legendary*402d8+504d8+50
* Rolling against a higher DC is optional.
Skill Actions Rules Details D Downtime action, E Exploration action

Acrobatics (Dexterity)

Balance, Tumble Through
Trained Maneuver in Flight, Squeeze E

Arcana (Intelligence)

Trained Borrow an Arcane Spell E

Athletics (Strength)

Climb, Escape, Force Open, Grapple, High Jump [two-actions], Long Jump [two-actions], Reposition, Shove, Swim, Trip
Trained Disarm

Computers (Intelligence)

Access Infosphere E, Operate Device E
Trained Disable a Device [two-actions], Hack E

Crafting (Intelligence)

Repair E
Trained Craft D

Deception (Charisma)

Create a Diversion, Impersonate E, Lie
Trained Feint

Diplomacy (Charisma)

Gather Information E, Make an Impression E, Request

Intimidation (Charisma)

Coerce E, Demoralize

Medicine (Wisdom)

Administer First Aid
Trained Treat Disease D, Treat Poison, Treat Wounds E

Nature (Wisdom)

Command an Animal

Performance (Charisma)

Perform

Piloting (Dexterity)

Trained Drive [one-action] to [three-actions], Navigate E, Plot Course E, Run Over [three-actions], Stop, Stunt, Take Control

Society (Intelligence)

Trained Create Forgery D

Stealth (Dexterity)

Conceal an Object, Hide, Sneak

Survival (Wisdom)

Sense Direction E
Trained Cover Tracks E, Track E

Thievery (Dexterity)

Palm an Object, Steal
Trained Disable a Device [two-actions], Pick a Lock
Creature Identification Rules Details Use the creature's level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.
Detecting Creatures Rules Details
  • Observed A creature you're observed by knows where you are and can target you normally.
  • Concealed A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with a non-area effect.
  • Hidden A creature you're hidden from knows the space you're in. It is off-guard to you, and must succeed at a DC 11 flat check to affect you. You can Hide to become hidden, and Seek to find hidden creatures.
  • Undetected When you are undetected by a creature, it's off-guard to you, can't see you, has no idea what space you occupy, and can't target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a hidden creature, but the flat check and attack roll are rolled in secret by the GM.
  • Unnoticed A creature you're unnoticed by is totally unaware of your presence.
  • Invisible You're undetected by everyone. You can't become observed while invisible except via special abilities or magic.
Earn Income Action Details

Environment

Terrain Rules Details
  • Difficult Terrain Each square costs 5 extra feet of movement.
  • Greater Difficult Terrain Each square costs 10 extra feet of movement.
  • Hazardous Terrain Moving through hazardous terrain deals damage.
  • Narrow Surface Off-guard and must Balance to cross. When you're hit or fail a save, succeed at a Reflex save or fall.
  • Uneven Ground Off-guard and might need to Balance or fall prone. When you're hit or fail a save, succeed at a Reflex save or fall.
  • Incline You need to Climb to ascend an incline. You're off-guard while Climbing.
Cover Rules Details Draw a line from the center of the attacker's space or an effect's point of origin to the center of the target's space.
  • Lesser Cover +1 circumstance bonus to AC if line passes through creatures but no objects.
  • Cover +2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide or Sneak. You can use Take Cover to increase this to greater cover.
  • Greater Cover As cover, but a +4 bonus.
Falling Damage Rules Details When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land prone. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).
Structures Rules Details
DoorClimb DCHardness, HP (BT)
Plastic155, 35 (17)
Wood2010, 40 (20)
Concrete3014, 56 (28)
Transparent aluminum2018, 72 (36)
Steel3018, 72 (36)
Airlock4022, 78 (39)
WallClimb DCHardness, HP (BT)
Plastic155, 35 (17)
Wood1510, 40 (20)
Masonry2014, 56 (28)
Concrete3014, 56 (28)
Transparent aluminum3018, 72 (36)
Steel4018, 72 (36)
Nanocarbon4020, 74 (37)
Starship interior2022, 78 (39)
FenceClimb DCHardness, HP (BT)
Wood1010, 40 (20)
Metal1018, 72 (36)
Income Earned
Task LevelFailureTrainedExpertMasterLegendary
01 credit1 credit1 credit1 credit1 credit
11 credit2 credits2 credits2 credits2 credits
21 credit3 credits3 credits3 credits3 credits
31 credit5 credits5 credits5 credits5 credits
41 credit7 credits8 credits8 credits8 credits
52 credits9 credits10 credits10 credits10 credits
63 credits15 credits20 credits20 credits20 credits
74 credits20 credits25 credits25 credits25 credits
85 credits25 credits30 credits30 credits30 credits
96 credits30 credits40 credits40 credits40 credits
107 credits40 credits50 credits60 credits60 credits
118 credits50 credits60 credits80 credits80 credits
129 credits60 credits80 credits100 credits100 credits
1310 credits70 credits100 credits150 credits150 credits
1415 credits80 credits150 credits200 credits200 credits
1520 credits100 credits200 credits280 credits280 credits
1625 credits130 credits250 credits360 credits400 credits
1730 credits150 credits300 credits450 credits550 credits
1840 credits200 credits450 credits700 credits900 credits
1960 credits300 credits600 credits1,000 credits1,300 credits
2080 credits400 credits750 credits1,500 credits2,000 credits
20 (critical)500 credits900 credits1,750 credits3,000 credits
Force Open Action Details
StructureForce Open DC
Stuck door or window15
Exceptionally stuck20
Lift hydraulic door30
Bend metal bars30
Travel Speed Rules Details
Travel Speed
SpeedFeet per MinuteMiles per HourMiles per Day
10 feet10018
15 feet1501-1/212
20 feet200216
25 feet2502-1/220
30 feet300324
35 feet3503-1/228
40 feet400432
50 feet500540
60 feet600648
Environmental Damage Rules Details
Environmental Damage
CategoryDamage
Minor1d6–2d6
Moderate4d6–6d6
Major8d6–12d6
Massive18d6–24d6
Temperature Rules Details

Gamemastering

XP Awards Rules Details
XP Awards
AccomplishmentXP Award
Minor10 XP
Moderate*30 XP
Major*80 XP
* Typically earns a Hero Point as well.
Encounter Budget Rules Details
Encounter Budget
ThreatXP BudgetCharacter Adjustment
Trivial40 or less10 or less
Low6020
Moderate8020
Severe12030
Extreme16040
Creature Numbers Rules Details You can use the following tables to improvise a monster without creating a stat block. Most of these use the high numbers from the Gamemastery Guide.


Creature XP and Role
Creature LevelXPSuggested Role
Party level – 410Low-threat lackey
Party level – 315Low- or moderate-threat lackey
Party level – 220Any lackey or standard creature
Party level – 130Any standard creature
Party level40Any standard creature or low-threat boss
Party level + 160Low- or moderate-threat boss
Party level + 280Moderate- or severe-threat boss
Party level + 3120Severe- or extreme-threat boss
Party level + 4160Extreme-threat solo boss
Creature Numbers
Saves and Perception
LevelSkillsACHighModerateLowHPStrikeDamageSpell DC Spell Attack
–1515852981d4+1168
061696320–1781d6+2168
1716107426–2491d6+3179
2818118540–36111d10+41810
31019129659–53121d10+62012
412211411878–72142d8+52113
513221512997–91152d8+72214
61524171411123–115172d8+92416
71725181512148–140182d10+92517
81827191613173–165202d10+112618
92028211815198–190212d10+132820
102230221916223–215232d12+132921
112331242118248–240242d12+153022
122533252219273–265263d10+143224
132734262320298–290273d10+163325
142836282522323–315293d10+183426
153037292623348–340303d12+173628
163239302825373–365323d12+183729
173340322926398–390333d12+193830
183542333027423–415353d12+204032
193743353229448–440364d10+204133
203845363330473–465384d10+224234
214046383532505–495394d10+244436
224248393633544–532414d10+264537
234349403734581–569424d12+244638
244551423836633–617444d12+264840
Victory Points Rules Details

Accumulating Rolls

Critical SuccessThe PCs gain 2 Victory Points.
SuccessThe PCs gain 1 Victory Point.
Critical FailureThe PCs lose 1 Victory Point.


Diminishing Rolls

Critical SuccessIf regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
SuccessThe PCs avoid losing any Victory Points.
FailureThe PCs lose 1 Victory Point.
Critical FailureThe PCs lose 2 Victory Points.


Victory Point Scales
Duration of ChallengeVP End PointVP Thresholds
Quick encounter3–5
Long encounter7–104
Most of a session15–255, 10, 15
Adventure-wide, sideline15–205, 10, 15
Adventure-wide, forefront25–5010, 20, 30, 40
Hazard Numbers Rules Details You can use the following tables to improvise a hazard without creating a stat block. Most of these use the high numbers from GM Core.


Hazard XP
LevelSimple HazardComplex Hazard
Party level – 42 XP2 XP
Party level – 33 XP3 XP
Party level – 24 XP4 XP
Party level – 16 XP6 XP
Party level8 XP8 XP
Party level + 112 XP12 XP
Party level + 216 XP16 XP
Party level + 324 XP24 XP
Party level + 430 XP30 XP
Hazard Numbers
Saves
LevelStealth or Disable DCACHighLowHardness, HP (BT)AttackDamageDC
–115/1815823, 12 (6)102d4+116/19
016/1916934, 16 (8)112d6+316/19
117/20161046, 24 (12)132d6+517/20
218/21181158, 32 (16)142d10+718/22
320/231912611, 44 (22)162d10+1320/23
422/252114812, 48 (24)174d8+1021/25
523/262215913, 52 (26)194d8+1422/26
625/2824171114, 56 (28)204d8+1824/27
727/3025181215, 60 (30)224d10+1825/29
828/3127191316, 64 (32)234d10+2226/30
930/3328211517, 68 (34)254d10+2628/32
1032/3530221618, 72 (36)264d12+2629/33
1133/3631241820, 80 (40)284d12+3030/34
1235/3833251921, 84 (42)296d10+2732/36
1337/4034262022, 88 (44)316d10+3133/37
1438/4136282223, 92 (46)326d10+3534/39
1540/4337292324, 96 (48)346d12+3336/40
1642/4539302526, 104 (52)356d12+3537/41
1743/4640322628, 112 (56)376d12+3738/43
1845/4842332730, 120 (60)386d12+4140/44
1947/5043352932, 128 (64)408d10+4041/46
2048/5145363034, 136 (68)418d10+4442/47
2150/5346383237, 148 (74)438d10+4844/48
2252/5548393340, 160 (80)448d10+5245/50
2353/5649403445, 172 (86)468d12+4846/51
2455/5851423648, 184 (92)478d12+5248/52
Cinematic Starship Scenes Rules Details
Cinematic Starship Scene XP
LevelXP
Party level – 410 XP
Party level – 315 XP
Party level – 220 XP
Party level – 130 XP
Party level40 XP
Party level + 160 XP
Party level + 280 XP
Party level + 3100 XP
Party level + 4120 XP
Treasure by Level Rules Details
Party Treasure by Level
LevelTotal ValuePermanent Items (By Item Level)Consumables (By Item Level)Party CurrencyCurrency per Additional PC
11,750 credits2nd: 2, 1st: 22nd: 2, 1st: 3400 credits100 credits
23,000 credits3rd: 2, 2nd: 23rd: 2, 2nd: 2, 1st: 2700 credits180 credits
35,000 credits4th: 2, 3rd: 24th: 2, 3rd: 2, 2nd: 21,200 credits300 credits
48,500 credits5th: 2, 4th: 25th: 2, 4th: 2, 3rd: 22,000 credits500 credits
513,500 credits6th: 2, 5th: 26th: 2, 5th: 2, 4th: 23,200 credits800 credits
620,000 credits7th: 2, 6th: 27th: 2, 6th: 2, 5th: 25,000 credits1,250 credits
729,000 credits8th: 2, 7th: 28th: 2, 7th: 2, 6th: 27,200 credits1,800 credits
840,000 credits9th: 2, 8th: 29th: 2, 8th: 2, 7th: 210,000 credits2,500 credits
957,000 credits10th: 2, 9th: 210th: 2, 9th: 2, 8th: 214,000 credits3,500 credits
1080,000 credits11th: 2, 10th: 211th: 2, 10th: 2, 9th: 220,000 credits5,000 credits
11115,000 credits12th: 2, 11th: 212th: 2, 11th: 2, 10th: 228,000 credits7,000 credits
12165,000 credits13th: 2, 12th: 213th: 2, 12th: 2, 11th: 240,000 credits10,000 credits
13250,000 credits14th: 2, 13th: 214th: 2, 13th: 2, 12th: 260,000 credits15,000 credits
14365,000 credits15th: 2, 14th: 215th: 2, 14th: 2, 13th: 290,000 credits22,500 credits
15545,000 credits16th: 2, 15th: 216th: 2, 15th: 2, 14th: 2130,000 credits32,500 credits
16825,000 credits17th: 2, 16th: 217th: 2, 16th: 2, 15th: 2200,000 credits50,000 credits
171,280,000 credits18th: 2, 17th: 218th: 2, 17th: 2, 16th: 2300,000 credits75,000 credits
182,080,000 credits19th: 2, 18th: 219th: 2, 18th: 2, 17th: 2480,000 credits120,000 credits
193,550,000 credits20th: 2, 19th: 220th: 2, 19th: 2, 18th: 2800,000 credits200,000 credits
204,900,000 credits20th: 420th: 4, 19th: 21,400,000 credits350,000 credits
Treasure by Encounter
LevelTotal Treasure per LevelLowModerateSevereExtremeExtra Treasure
11,750 credits130 credits180 credits260 credits350 credits350 credits
23,000 credits230 credits300 credits450 credits600 credits600 credits
35,000 credits380 credits500 credits750 credits1,000 credits1,000 credits
48,500 credits650 credits850 credits1,300 credits1,700 credits1,700 credits
513,500 credits1,000 credits1,350 credits2,000 credits2,700 credits2,700 credits
620,000 credits1,500 credits2,000 credits3,000 credits4,000 credits4,000 credits
729,000 credits2,200 credits2,900 credits4,400 credits5,800 credits5,800 credits
840,000 credits3,000 credits4,000 credits6,000 credits8,000 credits8,000 credits
957,000 credits4,300 credits5,700 credits8,600 credits11,400 credits11,400 credits
1080,000 credits6,000 credits8,000 credits12,000 credits16,000 credits16,000 credits
11115,000 credits8,650 credits11,500 credits17,250 credits23,000 credits23,000 credits
12165,000 credits12,500 credits16,500 credits24,750 credits33,000 credits33,000 credits
13250,000 credits18,750 credits25,000 credits37,500 credits50,000 credits50,000 credits
14365,000 credits27,500 credits36,500 credits55,000 credits73,000 credits73,000 credits
15545,000 credits41,000 credits54,500 credits82,000 credits109,000 credits109,000 credits
16825,000 credits62,000 credits82,500 credits124,000 credits165,000 credits165,000 credits
171,280,000 credits96,000 credits128,000 credits192,000 credits256,000 credits256,000 credits
182,080,000 credits156,000 credits208,000 credits312,000 credits416,000 credits416,000 credits
193,550,000 credits266,000 credits355,000 credits532,500 credits710,000 credits710,000 credits
204,900,000 credits368,000 credits490,000 credits735,000 credits980,000 credits980,000 credits
Treasure by Encounter Rules Details
Elite Adjustment Rules Details
  • Increase the creature's level by 1; if the creature is level –1 or 0, instead increase its level by 2.
  • Increase the creature's AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2.
  • Increase the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster's spells or a dragon's breath), increase the damage by 4 instead.
  • Increase the creature's Hit Points based on its starting level (see the table below).
Starting LevelHP Increase
1 or lower10
2-415
5-1920
20+30
Weak Adjustment Rules Details
  • Decrease the creature's level by 1; if the creature is level 1, instead decrease its level by 2.
  • Decrease the creature's AC, attack modifiers, DCs, saving throws, and skill modifiers by 2.
  • Decrease the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster's spells or a dragon's breath weapon), decrease the damage by 4 instead.
  • Decrease the creature's HP based on its starting level (see the table below).
Starting LevelHP Decrease
1-2-10
3-5-15
6-20-20
21+-30

Reference Lists & Tables

Simple DCs Rules Details
Simple DCs
RankDC
Untrained10
Trained15
Expert20
Master30
Legendary40
DCs by Level Rules Details
DCs by Level
LevelDC
014
115
216
318
419
520
622
723
824
926
1027
1128
1230
1331
1432
1534
1635
1736
1838
1939
2040
2142
2244
2346
2448
2550
Spell Rank*DC
1st15
2nd18
3rd20
4th23
5th26
6th28
7th31
8th34
9th36
10th39
* If a spell is uncommon or rare,
adjust its difficulty accordingly.
DC Adjustments Rules Details
DC Adjustments
DifficultyAdjustmentRarity
Incredibly easy–10
Very easy–5
Easy–2
Hard+2Uncommon
Very hard+5Rare
Incredibly hard+10Unique
Specific Skill DCs Rules Details
  • Craft Use a DC of the item's level, adjusted for rarity.
  • Earn Income Tasks The task level is typically the settlement's level, and its DC uses the task level. Typical levels: village 0–1, town 2–4, city 5–7.
  • Gather Information Set a simple DC based on the notoriety of the subject; adjust upward if the character seeks in-depth information.
  • Identify Magic or Learn a Spell Use the DC for the spell or item's level, adjusted by rarity; use the incredibly hard adjustment for cursed items.
  • Recall Knowledge Set a simple DC; if the character tries again for more knowledge, adjust the DC one step higher each time until they fail or attempt an incredibly hard check.
  • Sense Direction Pick a simple DC: trained in normal wilderness, expert in deep forest/underground, master or legendary in weird/surreal environments.
  • Social Skills Use Will DC if known; if not, improvise a level.
  • Track Select a simple DC, or a Survival DC if the quarry Covers Tracks.
Weapon Traits Rules Details
  • Aeon: You can fit one aeon stone or spell gem into this weapon with a single Interact action. While you possess the weapon with an aeon stone in its indentation, you gain all the benefits of the aeon stone as if it were orbiting your head. While the weapon has a spell gem attached, you gain a number of bonus battery charges equal to the spell gem's item level × 5. These charges regenerate during your daily preparations. In addition, you can use the spell gem while wielding the weapon, though using the gem in this manner still destroys it.
  • Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
  • Analog: Armor with the analog trait eschews advanced electronics, computers systems, and electric power sources, it was manufactured and calibrated using the latest advanced technology and modern materials. This armor is immune to abilities that target technology. Armor runes don't function on this armor unless this armor also has the archaic trait. Analog armor usually has the exposed trait.

    A shield with the analog trait eschews advanced electronics, computers systems, and electric power sources, but was manufactured and calibrated using advanced technology. This shield is immune to abilities that target technology. Shield runes don't function on this shield unless this shield also has the archaic trait.

    A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic trait.
  • Arc: The attack arcs to the closest enemy creature within 10 feet of the initial target. If the secondary target's AC is lower than your attack roll result, you deal electricity damage to that creature equal to 1 per weapon damage die.
  • Archaic: Armor with the archaic is crafted using traditional methods and materials. All armors from Pathfinder have the archaic trait. Armor runes function normally with archaic armor.

    A shield with the archaic is crafted using traditional methods and materials but isn't suitable for withstanding attacks from modern weapons. All shields from Pathfinder have the archaic trait. Shield runes function normally with archaic shields.

    A weapon with the archaic is crafted using traditional methods and materials. All weapons from the Pathfinder Roleplaying Game have the archaic trait. Weapon runes function normally with archaic weapons, but these weapons have no upgrade slots.
  • Area: Weapons with this trait can only fire using the Area Fire action.
  • Automatic: In addition to a normal Strike, you can fire this weapon using the Auto-Fire action.
  • Backstabber: When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 for a +3 tracking weapon.
  • Backswing: You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
  • Boost: You can boost this weapon with an Interact action to add an additional damage die of the listed size to the next damaging attack you make with the weapon until the end of your next turn. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elitegrade and ultimate-grade weapons, and 4 dice for paragongrade weapons. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.
  • Breakdown: This weapon can be taken apart into multiple small pieces. While broken down, the weapon is treated as a small object with light Bulk. Breaking down or reassembling a breakdown weapon is a 3-action activity, which has the manipulate trait and requires two hands.
  • Caster: This weapon can be modified by Casting a Spell (including a cantrip) with 2 or more actions. If you do, resolve the spell normally. Once the spell is cast, if it had the acid, cold, fire, electricity, sonic, spirit, vitality, or void trait, the weapon deals damage of that type instead of its usual damage until the end of your next turn. If the weapon has the aeon trait and a spell gem installed, this lasts 1 minute. If the spell deals more than one type of damage, choose one when you fire the weapon.
  • Compact: You can Raise a Shield with your compact shield as long as you have that hand free or are holding, but not wielding, a light object in that hand.
  • Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
  • Concussive: These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
  • Critical: This weapon uses the critical weapon specialization of the listed weapon type rather than its own.
  • Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice for elite and ultimate grade weapons and 3 dice for paragon grade weapons. For instance, an elite nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
  • Disarm: You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
  • Fatal: The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
  • Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
  • Forceful: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
  • Free-hand: This weapon doesn't take up your hand, usually because it's built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
  • Grapple: You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
  • Grenade: Weapons with this trait can be thrown as a single action using the Area Fire action as though it had the area (burst) trait.
  • Kickback: A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon give a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a bipod to a weapon with the kickback trait can lower or negate this penalty.
  • Modular: The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list most complicated configurations
  • Nonlethal: Attacks with this weapon are nonlethal and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
  • Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
  • Powered: This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.
  • Professional: A weapon with this trait can be used as a toolkit for the listed skill. Add the weapon's item bonus to attack rolls as an item bonus to skill checks using the listed skill. For purposes of proficiency, you treat this martial weapon as a simple weapon or this advanced weapon as a martial weapon, up to your proficiency with the listed skill (if higher than your normal proficiency for this weapon).
  • Ranged Shove: This weapon can be used to Shove with the Athletics skill within the weapon's first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. A ranged shove weapon doesn't deal any damage when used to Shove.
  • Ranged Trip: The weapon can be used to Trip with the Athletics skill within the weapon's first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn't deal any damage when used to Trip.
  • Razing: This weapon is particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
  • Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
  • Recovery: When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space.
  • Shove: You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
  • Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
  • Tech: Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

    Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

    Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

    Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

    Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
  • Trip: You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
  • Twin: These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to be the same grade.
  • Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon's damage dice.
  • Unarmed: An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it has a weapon group and might have weapon traits. An unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
  • Unwieldy: You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.
  • Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
  • Volley: This ranged weapon is less effective at close distances. Your attacks against targets that are within the range listed take a –2 penalty.