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ACTIONS IN COMBAT | Melee attack roll vs KAC + 8 (does not provoke attacks of opportunity)

- [one Standard, one Move, and one Swift] or [one Full] per round Bull Rush: Knock back 5 feet plus 5 additional feet for every 5 which your
- Move or Swift can replace Standard | Swift can replace Move attack roll exceeds KAC + 8. Target stops at obstacles.
- one Reaction per round Dirty Trick: Target is blinded, deafened, entangled, off-target, shaken, or
Standard Actions [CRB 244-247] Move Actions [CRB 247] sickened (your choice) for 1 round plus 1 additional round for every 5 which
attack exceeds target’s KAC + 8. Target can remove condition as a move
Activate an Item Crawl
action. GM can allow Dirty Tricks at range, but you take a –2 to your roll for
Attack (melee or ranged) Direct or Redirect an Effect
every 5 feet between you and target.
Cast a Spell Draw or Sheathe a Weapon
Disarm: If you have a hand free, you can grab the item before it falls.
Combat Maneuver Guarded Step
Grapple: If attack roll equals or exceeds target’s KAC + 13, target is instead
Concentrate to Maintain a Spell Manipulate an Item
pinned - can’t take actions that involve moving limbs other than to escape.
Covering Fire Move Your Speed
Must renew a grapple each turn. When you renew a grapple, you can
Demoralize Reload
remove one easily accessed item from the target’s body (immediately ends
Dismiss a Spell Stand Up
the grapple).
Feint Swift Actions [CRB 247]
Reposition: Target must be within your reach and within 5 feet of its original
Fight Defensively Change Your Weapon Grip position plus 5 additional feet for every 5 which attack exceeds target’s
Harrying Fire Drop Prone KAC + 8 (must stay within your reach). Cannot move target past obstacles.
Total Defense Reactions [CRB 248] Reposition as a Full Action: Can drag your target and move a distance equal
Use a Special Ability Attack of Opportunity to the distance you reposition your target (up to your move speed).
Full Actions [CRB 248] Other Actions [CRB 249] Sunder: Damage one object in target’s hand or that could be drawn easily.
Full Attack Combat Banter Trip: Knock prone. A target in the air descends 10 feet, falling prone if they
Charge Delay hit the ground. A target in zero-g is instead knocked off-kilter.
Coup de Grace Drop an Item
Fight Defensively Ready an Action WIND EFFECTS [CRB 400] |
Run Use a Skill
WIND FORCE WIND SPEED RANGED ATTACK PENALTY*
Withdraw
Light / Moderate 0-10 / 11-20 mph -
COMMON COMBAT ACTIONS [CRB 248-249] | Strong 21-30 mph -2
Charge: Move at least 10 feet up to double your speed in a straight line, Severe 31-50 mph -4
make a single melee attack at -2, -2 to your AC until start of your next turn. Windstorm 51-74 mph -4
Coup de Grace: Automatic critical hit. If target survives, they must make a
Hurricane 75-174 mph -8
Fortitude save [DC 10 + your level or CR] or die. Targets immune to critical
hits do not take critical damage/effects or make Fortitude save. Tornado 175-300 mph Impossible
*Applies only to non-energy ranged weapons. Larger weapons, such as
Covering Fire: Ranged attack roll vs AC 15. No damage, one ally gains +2 AC
starship and mech weapons, ignore this penalty.
against next attack from a creature in line of effect before your next turn.
Demoralize: Intimidate check DC [10 + your target's Intimidate bonus] or [15 LONG-TERM STABILITY [CRB 251] |
+ 1-1/2 × target’s CR], whichever is greater. Target is shaken for 1 round, plus
If unconscious and stable make a Constitution check every hour until you
1 additional round for every 5 which Intimidate exceeds DC.
regain consciousness or die. After 8 hours, you regain consciousness and
Feint: Bluff check vs DC [10 + target's Sense Motive] or [15 + 1-1/2 × target’s recover 1 HP per character level.
CR], whichever is greater. Target must have an Intelligence score. Cannot
Tend an unconscious and stable creature (DC 15 Medicine check) to give a +2
take 10 or take 20. If successful your opponent is flat-footed for your next
bonus to check and if check is less than 10, treat it as a 10.
attack before the end of your next turn.
LONG-TERM STABILITY CONSTITUTION CHECK
Fight Defensively: -4 to attack rolls, +2 AC until your next turn.
Harrying Fire: AC 15, no damage, ally gains +2 to next attack roll vs target. RESULT OUTCOME

Run: Four times your speed in a straight line. Gain Flat-footed condition. 20 or higher Regain consciousness, Heal 1 HP
Total Defense: +4 AC until start of your next turn. 10 - 19 No change, new check in 1 hour
Withdraw: Move up to double your speed. Starting square is not considered 9 or lower Die
threatened. Unseen enemies still get attacks of opportunity.
ZERO GRAVITY [CRB 402] |
COVER [CRB 253-254] | Need flight/propulsion to Move Your Speed, Crawl, or Take a Guarded Step.
TYPE AC BONUS REFLEX SAVE BONUS Can push off something (one size category smaller or larger) as a move
action (move at half speed). If the object/creature is moveable, it moves in
Soft cover 4 -
the opposite direction at the same speed.
Partial cover 2 1
When in motion continue to move (same direction and speed) at start of your
Regular cover 4 2 turn (uses no action). Run into, or get run into by, a solid object make a DC 20
Improved cover 8 4 Acrobatics or Athletics check to avoid becoming off-kilter.
Total cover Blocks line of effect; enemy cannot attack Weapons in Zero-G: Thrown weapons range increments are multiplied by 10.
All ranged weapons have no maximum range increments.
TAKING DAMAGE WHILE DYING OR STABLE [CRB 251] |
Any damage reduces SP first. The first time each round you take HP damage
NEGATIVE LEVELS [CRB 252] |
lose 1 RP. If a single source deals HP damage greater than half but less than Each negative level: [–1 to ability checks, AC, attack rolls, saving throws, and
your maximum HP, lose 1 additional RP. skill checks], [reduce current and total HP and SP by 5], [treated as 1 level
lower for level-dependent variables, but do not lose spell slots].
If you take damage while unconscious but stable, you are no longer stable
If negative levels equal total character level (or CR, for monsters), you die.
DISEASES, POISONS, & AFFLICTIONS [CRB 417] | CONDITIONS [CRB 273-277] |
COMBAT MANEUVERS [CRB 246] | Asleep: Unconscious, –10 penalty to Perception checks.

| COLOR KEY || AFFLICTIONS || COMBAT || DAMAGE || HEALING || MAGIC || MOVEMENT || SKILLS || STARSHIP || OTHER |
Bleeding: Take the listed damage at the beginning of your turn. 26–50 Do nothing but babble incoherently.
Blinded: Flat-footed, –4 to most Str- and Dex-based skill checks and 51–75 Deal 1d8 + Str modifier damage to self with item in hand.
opposed Perception checks, automatically fail Perception checks based on
76–100 Attack nearest creature.
sight, opponents have total concealment, and you must succeed at a DC 10
Acrobatics check to move faster than half speed or else fall prone.
FALLING DAMAGE [CRB 400] |
Broken: Weapon: attack/damage rolls take a –2 penalty and can’t deal extra
1d6 per 10 feet fallen, up to 20d6. Taking falling damage causes creature to
effects on a critical; Armor: AC bonuses halved and armor check penalty
fall prone. Deliberately jump and the first d6 is nonlethal. With a DC 15
doubled; Vehicle: –2 penalty to AC, collision DC, and Piloting modifier, and
Acrobatics check, the second d6 is also nonlethal. A yielding surface also
halves full speed and MPH; Tool or Tech that provides bonuses: bonuses
turns a d6 of damage into nonlethal.
halved.
Cannot cast a spell or activate an item while free-falling unless the fall is
Burning: Take listed fire damage each round. Extinguish fire to end.
greater than 500 feet or the spell/item can be used as a reaction. Casting
Confused: Treat all creatures as enemies, roll on table to determine actions. Teleport or similar doesn’t end momentum; you still take falling damage.
Cowering: Flat-footed and can take no actions. Water at least 10 feet deep eliminates the first 20 feet of damage, and the
Dazed: You can take no actions. next 20 feet is 1d4 nonlethal damage. Deliberately dive into water (DC 15 + 5
Dazzled: –1 penalty to attack rolls and sight-based Perception checks. for every 50 feet fallen) Athletics or Acrobatics check and take no damage
Dead: Your soul leaves your body. Can’t act or benefit from healing. as long as the water is 10 feet deep for every 30 feet fallen.
Deafened: Take a –4 penalty to initiative checks and opposed Perception DAMAGE FROM FALLING OBJECTS [CRB 401] |
checks, and you automatically fail sound-based Perception checks.
OBJECT SIZE DAMAGE
Dying: Unconscious, can take no actions, must stabilize or lose RP/die.
Tiny or smaller 1d6
Encumbered: Speed reduced by 10 feet, max Dex bonus to AC reduced to +2,
and take a –5 penalty to Str- and Dex-based checks. Small 2d6
Entangled: Move half speed; cannot run or charge; –2 penalty to AC, attack Medium 3d6
rolls, Reflex saves, initiative checks, and Dex-based skill/ability checks. Large 4d6
Exhausted: Move half speed; cannot run or charge; –3 penalty to AC, attack Huge 6d6
rolls, melee damage rolls, Reflex saves, initiative checks, and Str- and Dex-
Gargantuan 8d6
based skill/ability checks; and reduce your encumbered limit by 3 bulk.
Colossal 10d6
Fascinated: You must pay attention to the fascinating effect and take –4
penalty to skill checks made as reactions.
SKILL CHECK GUIDELINES [CRB 392] |
Fatigued: Cannot run or charge; take –1 penalty to AC, attack rolls, melee
DIFFICULTY DC
damage rolls, Reflex saves, initiative checks, and Str- and Dex-based
skill/ability checks; and you reduce your encumbered limit by 1 bulk. Easy 10 + 1.5 x APL
Flat-footed: –2 to AC, cannot take reactions or make attacks of opportunity. Challenging 15 + 1.5 x APL
Frightened: You must flee or fight, and take –2 penalty to ability/skill checks, Difficult 20 + 1.5 x APL
attack rolls, and saving throws.
Grappled: Cannot move or take two-handed actions; take –2 penalty to AC, RECALL KNOWLEDGE [CRB 133] |
attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability QUESTION DIFFICULTY BASE DC
checks (except to grapple grappler); cannot make attacks of opportunity. Really easy 5
Helpless: Dex modifier is –5, and melee attacks against you gain +4 bonus.
Average 15
Nauseated: Unable to attack, cast or concentrate on spells. Can only take a
Very difficult 20 to 30
single move action per turn.
Off-kilter: Flat-footed, can’t take move actions except to right yourself, –2
DIPLOMACY (CHA) [CRB 139-140] |
penalty to attacks.
CHANGE ATTITUDE
Off-Target: Take a –2 penalty to attack rolls.
Overburdened: Speed reduced to 5 feet; max Dex bonus to AC reduced to INITIAL ATTITUDE DC MODIFIER
+0; and take –5 penalty to Str- and Dex-based checks. Hostile +10
Panicked: Drop all held items; flee at top speed; cannot take other actions; – Unfriendly +5
2 penalty to ability/skill checks, saving throws; and Cower if cornered. Indifferent +0
Paralyzed: Dex modifier is –5, and can’t move but can take mental actions. Friendly –5
Pinned: Flat-footed, cannot move, and take -4 penalties to the same Helpful --
attributes as for grappled.
Prone: Take a –4 penalty to melee attacks, a +4 bonus to AC against ranged GATHER INFORMATION
attacks, and a –4 penalty to AC against melee attacks. INFORMATION SOUGHT DC
Shaken: –2 penalty to ability/skill checks, attack rolls, and saving throws. Common facts or rumors 10
Sickened: Take a –2 penalty to ability checks, attack rolls, weapon damage
Obscure or secret knowledge 20 or more
rolls, saving throws, and skill checks.
Prominent or well-known individual 5 + character’s CR
Stable: You’re no longer dying, but you are still Unconscious.
Average or ordinary individual 10 + character’s CR
Staggered: Can take only a single move or standard action each round and
can’t take reactions, but you can take swift actions as normal. Mysterious or obscure individual 15 + character’s CR
Stunned: Flat-footed, drop all held items, and cannot take actions.
Unconscious: You’re knocked out and Helpless. ACROBATICS (DEX; ARMOR CHECK PENALTY) [CRB 135-136]
|
CONFUSION TABLE [CRB 274] |
ESCAPE
d% BEHAVIOR
CIRCUMSTANCE DC
1–25 Act normally.
Grappled or pinned 10 + grappler’s KAC

| COLOR KEY || AFFLICTIONS || COMBAT || DAMAGE || HEALING || MAGIC || MOVEMENT || SKILLS || STARSHIP || OTHER |
Restrained by bindings/rope 20 + 1-1/2 × opponent’s CR Rare (novaspawn) 15 + 1-1/2 × creature’s CR
Restrained by manacles 30
CREATURE TYPE SKILL
TUMBLE Aberration Life Science
SITUATION DC* Animal Life Science
Move through a threatened area 15 + 1-1/2 × opponent’s CR Construct (magical) Mysticism
Move through an enemy’s space 20 + 1-1/2 × opponent’s CR Construct (technological) Engineering
* DC increases by 2 for each additional threatened or opponent’s space. Dragon Mysticism
Fey Mysticism
ATHLETICS (STR; ARMOR CHECK PENALTY) [CRB 136-137] |
Humanoid Life Science
CLIMB
Magical beast Mysticism
OBJECT BEING CLIMBED DC
Monstrous humanoid Life Science
Slope more than 45°, ladder, knotted rope with wall to brace against 5
Ooze Life Science
Unknotted rope with or Knotted rope without a wall to brace against 10
Outsider Mysticism
Rough surface/wall with handholds, like a natural rock surface.
An unknotted cable or rope without a wall to brace against. 15 Plant Life Science
A ledge from which you are dangling by your hands. Undead Mysticism
An uneven surface with narrow handholds, like a stone or brick wall 20 Vermin Life Science
Smooth surface with occasional handholds (space station or ice wall) 25
An overhang or a ceiling with handholds only 30 CULTURE (INT; TRAINED ONLY) [CRB 139] |
A perfectly smooth surface — DECIPHER WRITING
COMPLEXITY DC
CIRCUMSTANCE DC MODIFIER Simple message 20
Bracing against two opposite walls –10 Standard text 25
Climbing a corner or bracing against perpendicular walls –5 Intricate, exotic, or very old writing 30
Climbing in zero or low gravity –5
Climbing in heavy gravity* +5 DISGUISE (CHA) [CRB 140-141] |
Wet or slightly slippery walls +2 DISGUISE DC MODIFIER
Icy or severely slippery walls* +5 Minor details altered only –5
Climbing in strong wind (21–30 mph) +2 Major feature altered +2 to +5
Climbing in severe wind (31–50 mph)* +5 Disguised as a different race of the same creature type +2 to +8
Climbing in a windstorm (51–74 mph)* +10 Disguised as a different creature type or size category +10
Climbing in hurricane-force wind (75–174 mph)* +20
ENGINEERING (INT; TRAINED ONLY) [CRB 141-142]
Climbing in tornado-force wind (175+ mph)* +30
|
* Even creatures with a climb speed must attempt a check.
DISABLE DEVICE
SWIM
DEVICE EXAMPLE TIME DC
ENVIRONMENTAL CONDITIONS DC
Simple device Jam a door 1 round 10
Calm 10
Tricky device Simple propulsion system 1d4 rounds 15
Rough 15
Difficult device Sentry turret or similar trap 2d4 rounds 20
Stormy* 20
Complex device System from a control panel 2d4 rounds 25
Maelstrom* 30
Armor upgrade, powered 15 + 1.5 x
*Unless you have a swim speed, you can’t take 10 to swim. Equipment 2d4 rounds
armor, or weapon item’s level
CIRCUMSTANCE DC MODIFIER Simple lock -- 1 round 20
Light debris or disruption +2 Average lock -- 1 round 25
Heavy debris or disruption* +5 Good lock -- 1 round 30
Swimming with a current* +5 Superior lock -- 1 round 40
Swimming against a current* +10
IDENTIFY MAGIC ITEM OR TECHNOLOGY [CRB 142-144] |
Swimming against a jet of liquid or a strong current* +15
* Even creatures with a swim speed must attempt a check. ITEM DC
Common, complex technology 5 + 1.5 x item’s level
IDENTIFY A SPELL BEING CAST [CRB 143] Less common technology 10 + 1.5 x item’s level
| Rare, ancient or alien technology 15 + 1.5 x item’s level
DC 10 + 5 × the level of the spell. Requires no action. Cannot take 10 or 20. Magic item 15 + 1.5 x item’s level
VEHICLE MOVEMENT AND RULES [CRB 278-286] |
IDENTIFY CREATURE [CRB 133] | COMPUTERS (INT; TRAINED ONLY) [CRB 137-139] |
CREATURE RARITY DC FORGERY MODIFIER
Very common (space goblin) 5 + 1-1/2 × creature’s CR CIRCUMSTANCE DC MODIFIER
Average (most monsters) 10 + 1-1/2 × creature’s CR Document contradicts knowledge or orders –2
Type of document is well known to examiner –2
| COLOR KEY || AFFLICTIONS || COMBAT || DAMAGE || HEALING || MAGIC || MOVEMENT || SKILLS || STARSHIP || OTHER |
Type of document is unknown to examiner +2 A day is 8 hours of travel time on foot/mount or 10 hours in vehicles.
Examiner only casually reviews document +2 Walk: Can walk for 8 hours a day without a problem.
Forger has a sample of a similar document +8 Hustle: Can hustle for 1 hour, the second hour between sleep cycles deals 1
nonlethal damage, and each additional hour deals twice the damage as the
HACKING previous. Any damage from hustling causes the fatigued condition. Recover
Take 20 before disabling countermeasures and they automatically activate from this damage to remove the fatigued condition.
Tier DC to Hack DC for Root Access Full Actions to Hack1 Run: Can run a number of rounds equal to Constitution score. Each additional
round make a Constitution check (DC 10 + 1 for each previous check) or stop
1 17 37 1
running. Once you have run your limit, you must rest for 1 minute (10 rounds)
2 21 41 2 before running again (can move no faster than a normal move action).
3 25 45 3 Forced March: Walking more than 8 hours is a Forced March. For each hour
4 29 49 4 beyond 8, make a Constitution check (DC 10 + 2 per extra hour) or take 1d6
5 33 53 5 nonlethal damage. Any damage from a forced march causes the fatigued
condition. Recover from this damage to remove the fatigued condition.
6 37 57 6
MOVEMENT SPEED THROUGH TERRAIN
7 41 61 7
TERRAIN HIGHWAY ROAD OR TRAIL TRACKLESS
8 45 65 8
Desert (all temperatures) ×1 ×1/2 ×1/2
9 49 69 9
Forest (typical) ×1 ×1 ×1/2
10 53 73 10
1
Can reduce by half (to minimum of one) for every 5 you increase the DC Forest (dense) ×1 ×3/4 ×1/4
Hill ×1 ×3/4 ×1/2
SURVIVAL (WIS) [CRB 148-149] | Marsh ×1 ×3/4 ×1/2
FOLLOW TRACKS Mountain ×3/4 ×3/4 ×1/2
SURFACE DC Plains ×1 ×1 ×3/4
Very soft ground (fresh snow, thick dust, wet mud) 5 Urban ×3/4 ×1/2 ×1/2
Soft ground (soft earth, drying mud) 10
Firm ground (field, woods, thick rug, dirty/dusty floor) 15 SPACE TRAVEL [CRB 290-291] |
Hard ground (bare rock, most flooring) 20 STANDARD NAVIGATION AND ASTROGATION
ACTION TIME
CONDITION DC MODIFIER Start Thrusters 1 minute/size category
Multiple creatures in group being tracked –1 per 3 creatures Travel Point-to-Point on a Planet 1d4 Hours
Time since tracks were made +1 per 24 hours Go into Orbit or Land from Orbit 1d2 Hours
Moonlight 3 Reach Satellite 1d8 Hours
Overcast or moonless night +6 Travel In-System 1d6+2 Days
Tracked group moves at half speed and hides trail +5 Travel Between Systems -

RIDE A CREATURE DRIFT NAVIGATION


ACTION DC ACTION TIME
Control mount in battle 20 Travel In-System 1d6 Days / Drift Rating
Cover 15 Travel to Absalom Station 1d6 Days / Drift Rating
Fast mount or dismount 20 Travel to Near Space 3d6 Days / Drift Rating
Fight with a combat-trained mount 10 Travel to the Vast 5d6 Days / Drift Rating
Guide with knees 5 Travel beyond the Rim Unknown
Leap 15
Soft fall 15 STATS FOR DOORS [CRB 408] |
Spur mount 15 TYPICAL BREAK DC BREAK DC
DOOR TYPE HARDNESS HIT POINTS
THICKNESS STUCK LOCKED
Stay mounted 5
Wooden 1.5 in. 5 15 16 18
DCS TO BREAK OBJECTS [CRB 409] | Plastic 2 in. 8 30 22 24
TASK STRENGTH DC Stone 4 in. 15 60 28 28
Burst rope bonds 20 Steel 2 in. 20 60 28 28
Burst steel restraints 25 Airlock door 4 in. 35 160 40 40
Break down steel door 28 Lock - 20 30 - -
Bend nanocarbon bars 35

MOVEMENT SPEEDS [CRB 258] |


MOVEMENT SPEED MULTIPLIER
Walk Hustle Run
Distance covered in 1 minute (ft) x10 x20 x40
Distance covered in 8 hours (mi) x0.8 -- --

MOVEMENT [CRB 257-258] |

| COLOR KEY || AFFLICTIONS || COMBAT || DAMAGE || HEALING || MAGIC || MOVEMENT || SKILLS || STARSHIP || OTHER |

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