Ability scores are generated throug dice rolls or a point buy system at the beginning of the game, and can have any value up to 20. While increasing your ability scores, treat them as any other skill score. This means that increasing ability scores that are already high might prove difficult, and require multiple expenditures of Experience Rolls, while low ability score should be easier to increase.
(⏺⏺) Hit Dice (HD): Add 1 Hit Die and add 1d8 + Constitution modifier to Hit Points (hp).
Hit Points are an abstraction signifying how robust and healthy a creature is at the current moment. To
determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit
points for its first Hit Die roll. Creatures whose first Hit Die comes from an NPC class or from his race
roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical)
restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific
duration. When a creature's hit points drop below 0, it becomes unconscious.
Hit Dice also represent a character's potential for recovery. They are a resource that can be expended while
resting to recover Hit Points.
When a character is the target of an attack, it uses its Armor Class to avoid it. An Armor Class check is rolled by the character whenever they are the target of an attack.
(⏺⏺) Defence Scores: Add +1 to Reflexes, Fortitude or Will.When a character is the target of a dangerous spell or special effect, it uses its Defense Scores to resist or reduce the impact. These defenses are always rolled by the character whenever they are the target of an effect. There are three types of Defense Scores:
| Difficulty (DC) | Example (Skill Used) |
| Very easy (0) | Notice something large in plain sight (Perception) |
| Easy (5) | Climb a knotted rope (Athletics) |
| Average (10) | Hear an approaching guard (Perception) |
| Tough (15) | Rig a wagon wheel to fall off (Disable Device) |
| Challenging (20) | Swim in stormy water (Athletics) |
| Formidable (25) | Open an average lock (Lockpicking) |
| Heroic (30) | Leap across a 30-foot chasm (Athletics) |
| Nearly impossible (40) | Track a squad of orcs across hard ground after 24 hours of rainfall (Survival) |
You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a
surface while something is trying to knock you off.
You try to jump an unusually long distance or pull off a stunt midjump.
You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick
seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Alchemy : Crafting potions and elixirs.
Armorsmithing : Crafting armor and protective gear.
Weaponsmithing : Crafting weapons and combat equipment.
Trapmaking : Crafting traps and snares.
Forgery : Crafting counterfeit docu- ments and items.
The basic function of the Craft skill is to allow you to make an item of the appropriate type. The DC
depends on the complexity of the item to be created. The DC, your check results, and the price of the item
determine how long it takes to make a particular item. The item's finished price also determines the cost of
raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual
check involved. However, you must make an appropriate Craft check when using the spell to make articles
requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell
enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a
complex item.
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the
check is made with a 2 circumstance penalty. On the other hand, masterwork artisan's tools provide a
+2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item's price. Put the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table below.
3. Pay one-third of the item's price for the cost of raw materials.
4. Make an appropriate Craft check representing one week's work. If the check succeeds, multiply your check
result by the DC. If the result × the DC equals the price of the item in sp, then you have completed
the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then
you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in
the same manner.) If the result × the DC doesn't equal the price, then it represents the progress
you've made this week. Record the result and make a new Craft check for the next week. Each week, you make
more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week.
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material
cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your
progress (check result × DC) is in copper pieces instead of silver pieces.
Creating Masterwork Items: You can make a masterwork itema weapon, suit of armor, shield, or
tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To
create a masterwork item, you create the masterwork component as if it were a separate item in addition to
the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of
armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are
completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is
one-third of the given amount, just as it is for the cost in raw materials.
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took
to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.
Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons,
magical beasts)
Architecture and engineering (buildings, aqueducts, bridges, fortifications)
Dungeoneering (aberrations, caverns, oozes, spelunking)
Geography (lands, terrain, climate, people)
History (royalty, wars, colonies, migrations, founding of cities)
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders,
elementals, magic related to the planes)
Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic
questions), or 20 to 30 (for really tough questions).
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In
general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a
bit of useful information about that monster.
| Lock | DC | Lock | DC |
| Very simple lock | 20 | Good lock | 30 |
| Average lock | 25 | Amazing lock | 40 |
Every weapon is a different skill, e.g. (⏺) longsword, (⏺) shortsword, (⏺) longbow, etc...
Weapons have different abilities associated to them depending on the type:
Melee and thrown weapons add the Strength modifier
Ranged weapons add the Dexterity modifier
Finesse melee weapons may add the Strength or Dexterity modifier
Simple weapons such as (⏺) dagger or (⏺) quarterstaff are easier to learn. Whenever you
spend an Experience Roll to improve them, you roll a d2 (e.g. even or odd on any dice, or flip a coin) to
determine how much you increase that skill.
Whenever you reach a level in a skill equal to 6, 11, 16 you can make a further attack at a cumulative
-5 malus with that weapon. For example a character with skill longsword [13] and strength 17 will be able to
make a first attack at +16, a second one at +11 and a third one at +6, as shown in the following table.
| Skill | Attacks Bonuses |
| 1 | +1 |
| 2 | +2 |
| 3 | +3 |
| 4 | +4 |
| 5 | +5 |
| 6 | +6/+1 |
| 7 | +7/+2 |
| ... | ... |
| 11 | +11/+6/+1 |
| 12 | +12/+7/+2 |
| ... | ... |
| 16 | +16/+11//+6/+1 |
| 17 | +17/+12/+7/+2 |
| ... | ... |
| 20 | +20/+15/+10/+5 |
| 21 | +21/+16/+11/+6 |