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Verbal components are esoteric incantations that sound meaningless. These incantations must be chanted at a normal volume. While these incantations do not supply magic to spells, their specific combinations of pitch and resonance can activate magical strings. Therefore, creatures that are gagged or in areas of magical silence cannot cast spells containing verbal components.
2. Posture (Somatic(S))
Spellcasting gestures may include a fixed hand seal or a series of elaborate movements. The caster must use at least one hand to make these gestures.
3. Material (M)
The material composition refers to the specific materials used in casting spells. The spell composition column will specify the details in parentheses.
These materials will not be consumed when casting spells, unless the spell specifies otherwise.
A caster may use a material pack or artifact instead of the materials specified in the spell, unless the material components of the spell have a specified price or are consumed.
8. Exemption from testing Saving Throws
Many spells state that the target can make a saving throw to avoid some or all of the spell's effects.
The description of the relevant spell will detail what attribute is used for the saving throw, as well as the consequences of a successful or unsuccessful saving throw.
Your spell saving DC is 8 + your spellcasting attribute modifier + your proficiency bonus + other applicable modifiers.
9. Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell hits the designated target.
The attack bonus you receive when you use spells is equal to your spellcasting attribute modifier plus your proficiency bonus.
Most spells that require an attack check are ranged attacks. They are also subject to the disadvantageous debuffs that apply when you attack a hostile creature within 5 feet of it, provided that the creature can see you and is not disabled.
Attributes and Skills
[Strength]: Muscle strength, exercise training, and the physical potential that can be realized.
Strength checks can be applied to lifting, pushing, pulling, violent destruction, shoving, or other situations involving brute force.
Motor skills reflect the abilities that can be represented by certain types of strength tests.
[Athletics]: Strength (Athletics) assessment covers difficulties encountered when climbing, jumping, and swimming.
Your attack rolls and damage rolls with melee weapons such as maces, battleaxes, and javelins all have your strength modifier added. These weapons can be used for close combat, and some can also be thrown for ranged attacks.
Your strength determines the weight you can carry. The following rules determine how much weight you can carry or lift.
Carring Capacity. Your carrying capacity is 15 times your strength. You can carry this much weight; since the value is not low, most characters don't need to worry about carrying capacity.
Push, Drag, Lift. You can push, pull, and lift twice your load capacity (30 times your force). When pushing or pulling something heavier than your load capacity, your speed decreases to 5 feet.
Size and Strength
The larger the organism, the greater the weight it can bear, while microorganisms have a smaller load-bearing capacity. For organisms larger than medium-sized organisms, the load-bearing capacity and pushing/pulling limits double for each size increase. For microorganisms, these weight values are halved.
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Agility: flexibility, responsiveness, and balance.
Agility checks correspond to nimble, rapid, and quiet movements, or maintaining balance in unstable environments.
Skills such as Special Skills, Dexterity, and Stealth reflect the abilities that certain types of Dexterity checks can represent.
【Acrobatics】: The Agility (Acrobatics) check covers situations requiring balance, such as running on ice, balancing on ropes, and standing on a swaying deck. It can also determine whether you can perform certain gymnastic tricks, such as forward flips, side flips, somersaults, and back flips.
[Sleight of Hand]: Whenever you attempt to use a trick or sleight of hand (such as placing something on someone else or hiding something on yourself), perform a Dexterity (Sleight of Hand) check. It can also be used to determine if you can steal from someone else's wallet or pocket.
【Stealth】: When you attempt to hide from an enemy, evade a guard, sneak away, or silently get behind someone, make an Agility (Stealth) check.
Your Dexterity modifier is added to attack rolls and damage rolls when you make attacks with ranged weapons such as slingshots or longbows. When you make an attack with a melee weapon with the Dexterity attribute (such as a dagger or light sword), you also add the Dexterity modifier to its attack rolls and damage rolls.
Armor Class
Depending on the type of armor you are wearing, you can add some or all of your Dexterity modifier to your armor rating.
【Attack Initiative】
First move determines the order in which each creature acts in battle. At the start of each battle, you must perform a Dexterity check to determine first move.
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[Physical condition]: Health level, endurance and vitality.
Physical fitness tests are not common and there are no corresponding skills, because the physical endurance reflected by this attribute value is usually passively tested rather than actively used by the character or monster.
That being said, physical fitness tests can be used to support efforts that push beyond limits.
You may need to undergo a physical examination when performing the following actions:
Holding your breath, walking or doing hard labor for several hours without stopping, working through the night, not eating or drinking, or drinking a large glass of ale in one gulp.
Hit Points
Your constitution modifier affects your health.
Normally, each hit die you roll when determining your life points will add your constitution modifier.
If your Constitution modifier changes, your maximum health will also change, as if you had the adjusted Constitution modifier from level 1. For example, if you increase your Constitution modifier from +1 to +2 at level 4, your maximum health will also appear as if the modifier had always been +2. Therefore, you would first increase your health by a total of 3 points at the first three levels, and then use the new modifier to roll the health increase at level 4. Alternatively, if you are at level 7 and an effect reduces your Constitution modifier by 1, your maximum health will also decrease by 7.
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[Intelligence]: Thinking ability, memory ability, and logical ability.
Intelligence assessments can be tailored to states that require the use of reasoning, education, and memory.
Skills in mystery, history, investigation, nature, and religion respectively reflect abilities that can be represented by certain types of intelligence tests.
【Arcane】: Intelligence (Arcane) test quantifies your ability to recall knowledge about spells, magical items, arcane runes, schools of magic, planes, plane inhabitants, and so on.
[History]: Your intelligence (history) test quantifies your ability to recall knowledge about historical events, legendary figures, ancient kingdoms, past conflicts, modern wars, lost civilizations, and more.
[Investigation]: As you sniff out clues and deduce their meaning, make an Intelligence (Investigation) check. You might need to deduce the location of a hidden object, determine the weapon used to cause a wound from its appearance, or find a structural weakness in a tunnel. Searching for hidden knowledge among a pile of ancient scrolls might also require an Intelligence (Investigation) check.
[Nature]: Your intelligence (Nature) test quantifies your ability to recall knowledge about topography, flora and fauna, climate, and natural cycles.
[Religion]: Your intelligence (religion) test quantifies your ability to recall knowledge of God, rituals and prayers, religious hierarchy, symbols, customs of secret societies, etc.
A mage uses intelligence as their spellcasting attribute to help them determine saving throws (DC) when casting a spell.
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[Perception]: Intuition, observation, insight, and mental resilience.
Perceptual assessment can correspond to activities such as understanding body language, empathy, feeling the environment, and caring for the injured.
Skills such as animal taming, insight, medicine, observation, and survival each reflect the abilities that certain types of perception checks can represent.
【Animal Handling】: Make a Perception (Handling) check when you are unsure whether you can tame an animal, calm your mount from fright, or infer the animal's intentions. You will also need to make a Perception (Handling) check to control your mount if you attempt any dangerous actions while riding.
【Insight】: The Perception (Insight) check determines whether you can discern another person's true intentions, such as identifying lies or predicting their next move. You need to understand the other person's body language, speech, behavior, and changes in attitude to perceive their meaning.
[Medicine]: The Perception (Medicine) test allows you to try to stabilize the injuries of a dying comrade or diagnose an illness.
[Perception]: Using the Perception check allows you to see, hear, or otherwise perceive the presence of something. It represents your alertness to your surroundings and the sharpness of your senses. For example, eavesdropping on conversations behind a door, listening outside a window, or hearing creatures moving silently in the woods. You can also try to see things that are obscured or easily overlooked, such as an orc lying in ambush ahead, a thug hiding in a dark alley, or candlelight leaking from a crack in a hidden door.
[Survival]: You may make a perception (survival) check when you need to track, hunt, guide your party across the ice field, identify nearby owl bear tracks, predict the weather, avoid quicksand or other natural hazards.
Priests, druids, and rangers use Perception as their spellcasting attribute to help them determine saving throw DC when casting relevant spells.
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Charm: Outwardly manifested as temperament, demeanor, affability, and attractiveness, it represents confidence and eloquence, and can also represent a charming or cohesive personality. Inwardly, it possesses real magical power, which can be understood as the manifestation of the light of the soul, and can also influence magic.
Charisma tests can be applied to activities such as changing someone's mind, entertaining others, leaving a lasting impression, lying, and socializing.
Skills such as deception, intimidation, performance, and persuasion reflect the abilities of various charismatic assessors.
【Deception】: The Charm (Deception) check determines whether you can credibly conceal the truth through words or actions. This includes everything from vaguely misleading people to outright lies.
【Intimidation】: When you attempt to change someone’s mind through threats, hostility, violence, etc., make a Charisma (Intimidation) check.
[Performance]: Your Charisma (Performance) check determines how well you can entertain your audience through music, dance, acting, performing, storytelling, or other means.
[Persuasion]: When you attempt to persuade someone or others in a tactful, elegant, and benevolent manner, you may need to perform a charm (persuasion) check. You'll typically use persuasion to express trust, foster friendship, make a sincere request, or demonstrate appropriate etiquette.
Bards, paladins, sorcerers, and magicians use Charisma as their spellcasting attribute to help them determine their save throw DC when casting a spell.
High charm doesn't necessarily mean being handsome; it's a kind of magical attraction.
Nine major factions
The Nine Alignments
1. Lawful Good (LG)
Lawful good beings strive to do what society deems right.
Those who do not hesitate to fight against injustice and protect the innocent are likely lawful good.
2. Neutral Good (NG)
Neutral good beings do their best to do good and act within the limits of the rules, but do not feel bound by them.
A kind person who helps others according to their needs is likely to be neutral and benevolent.
3. Chaotic Good (CG)
Chaotic good beings act according to their conscience, caring little for what others think.
A tax collector who robs a cold-blooded baron on the highway and uses the stolen money to help the poor may be a chaotic kind of person.
4. Lawful Neutral (LN).
Lawful and neutral individuals act according to law, tradition, or personal creed.
A person who adheres to a strict set of rules and is not swayed by the pleas of those in danger or by the temptations of evil is likely to be lawful neutral.
5. Neutral (N)
The absolutely neutral camp consists of those who would rather avoid moral issues, refuse to take sides, and act according to what seems to be the best course of action at the time.
A person who is tired of moral reasoning may be absolutely neutral.
Most ordinary people initially prioritize survival and avoid factional conflicts.
6. Chaotic Neutral (CN)
Chaotic neutral beings act on their whims, believing their personal freedom is more important than anything else.
A scoundrel who makes a living through petty tricks and wanders around might be neutral in a chaotic situation.
7. Lawful Evil (LE)
Lawful evil creatures methodically acquire what they want within the bounds of tradition, loyalty, or order.
A nobleman who exploits the citizens while plotting to seize power may be lawful evil.
8. Neutral Evil (NE)
Neutral evil is the faction to which those who do not care about the destruction they cause in the process of pursuing what they want belong.
A criminal who robs and murders at will can be considered neutral evil.
9. Chaotic Evil (CE)
Chaotic and evil creatures commit violence at will, driven by their hatred or bloodlust.
A villain dedicated to plotting revenge and destruction may be chaotic and evil.
Unaligned Creatures
The vast majority of creatures lacking the ability for rational thinking have no affiliation; that is, they are affiliateless.
For example, sharks are fierce predators, but they are not evil, so they are neutral.
Level related
As professionals grow stronger, their ability to change the world around them also increases.
When these professionals make a splash in the world, they will also have to face major crises. Powerful forces will see them as a threat and plot against them, while friendly forces will begin to try to contact them and regard them as true allies.
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