Rules & Fundamentals
Master Index
A
- Acquiring Spells
- Adamantine
- Advantage
- Aiding Skill Checks
- Alignment
- Allocation
- Animal Companion
- Areas of Effect
- Armor Attribute Penalty
- Armor Check Penalty
- Armor Class
- Armor Negation
- Armor Speed Penalty
- Armor-Based Weapon Resistance
- ArN
- Attack Deflection
- Attack Types
- Attribute Accuracy
- Attribute Power
- Attribute Scores, Determining
- Attributes
- Augments, How to Read
- Aura
- Awareness
B
- Blights
- Bonus Types
- Bonuses
- Brachiation Speed
- Brawn
- Burrow Speed
C
- Carrying Capacity
- Cast Action
- Casting
- Casting Components
- Casting Rituals
- Casting Time
- Cave-Ins and Collapses
- Character Advancement
- Character Thesis
- Charge
- Charge Keyword
- Charisma
- Check Penalty
- Class Powers
- Climb Speed
- Cold Iron
- Combat
- Combat Training
- Common Abbreviations
- Common Standard Actions
- Components, Casting
- Components, Ritual
- Composure
- Concealing Terrain
- Concealment
- Concealment, Locating Creatures
- Concentration
- Constitution
- Consumable Items, Creation
- Controlling Undead Creatures
- Convince
- Coup de Grace
- Cover
- Creating Consumable Items
- Creating Higher Level Characters
- Creating Trinkets
- Creature Keywords
- Creature Types
- Creatures by Level
- Critical Strike
- Currency
- Curses
D
- Damage Immunity
- Damage Reduction
- Damage Resistance
- Damage Vulnerability
- Damaging Terrain
- Darkvision
- Daze Resistance
- Death and Dying
- Debate
- Delaying your Turn
- Demolition
- Destinies
- Destiny Points
- Determining Attribute Scores
- Determining Surprise
- Devilsight
- Dexterity
- Dice
- Disadvantage
- Diseases
- Dispositions
- Disrupting an Action
- Doubt
- Dragonsense
- Drowning
- Durability
E
- Energy
- Energy Damage
- Entangling Terrain
- Example of Play
- Experience
- Experience Rating
- Exposure
- Extended Action
F
- Factors that Affect Targeting
- Falling
- Fast Healing
- Fatal Injury
- Favored Skill
- Fear
- Fire Hazards
- Flanking
- Flash Flood
- Fly Speed
- Focus Action
- Focus Time
- Fog and Mist
- Fondness
- Food and Water
- Forced Movement
- Fortitude
- Free Action
- Full Hit
- Fury
G
- General Powers
- Glance AC
- Glancing Hit
- Glide Speed
- Grapple Check
H
- Hailstorm
- Hate
- Hazards
- Healing Value
- Hearing
- Hidden
- Hit AC
- Hitpoints
- Holding Your Breath
- Hostile
- How to Cast a Ritual
- How to Read a Power
- How to Read a Power Augment
I
- Illusions
- Immediate Action
- Immunity
- Incorporeal
- Influence
- Infravision
- Initiative
- Initiative Order
- Injuries
- Insubstantial
- Intelligence
- Interruptive Action
- Isolated
K
- Karma
L
- Languages
- Level
- Level Modifier
- Lifesense
- Lighting
- Line of Effect
- Line of Perception
- Living Structures
- Locating Creatures with Concealment
- Low-Light Vision
- Lunge
M
- Magic Item Creation
- Magic Resistance
- Magical vs Non-magical Attacks
- Malady
- Mastered Power
- Max Philosophy Rank
- Max Skill Rank
- Melee Attack
- Memorized Power
- Mithral
- Mob Monsters
- Monstrous Races
- Morale
- Morale Damage
- Movement
- Moving Terrain
N
- Natural 1
- Natural 20
- Natural Die Roll
- No Action
- Non-Primary Philosophies
O
- On Guard
- Opportunity
- Opportunity Action
- Opposed Checks
- Opposing Powers
- Organizing a Game
- Overland Travel
P
- Pain Resistance
- Patience
- Phase
- Philosophies and Discipline Training
- Philosophy Ranks
- Pits and Ledges
- Poisons & Toxins
- Potency
- Power Keywords
- Power Memorization
- Powers
- Powers Outside your Chosen Disciplines
- Powers, How to Read
- Prejudice
- Proficiency
- Provoke
Q
- Quicksand
R
- Rainstorm
- Raising the Dead
- Ranged Attack
- Reach
- Reactive Action
- Readying an Action
- Recovery Action
- Recovery Time
- Reflex
- Regeneration
- Religion & Deities
- Research
- Resilience
- Resistance
- Resolve
- Resting
- Restricted Skill
- Ritual Keywords
- Roleplay
- Round
- Ruin
S
- Sandstorm
- Saving Throws
- Scent
- Segment
- Selling Items
- Senses
- Shadowborn
- Shift
- Shops
- Silver
- Size Categories
- Skill Check Penalty
- Skill Checks
- Skill Difficulties
- Skill Points
- Skill Ranks
- Skirmish
- Slippery Terrain
- Smoke
- Snowstorm
- Social Encounters
- Social Events
- Social Skill Check
- Specialties
- Speed Penalty
- Spells, Acquiring
- Sprint
- Stamina
- Standard Action
- Starting Equipment
- Strength
- Structural Damage
- Structures
- Subduing a Creature
- Swallowed
- Swim Speed
T
- Tactile
- Tainted Consumables
- Targeting
- Temporary Hitpoints
- Temporary Morale
- Threat Range
- Threaten
- Thunderstorm
- Tide of Battle
- Time Overview
- Touch
- Tracking
- Tracking Scent
- Trample
- Treasure
- Tremorsense
- Trinkets
- Turn Resistance
U
- Ultravision
- Unarmed Attack
- Underwater Combat
- Unstable Terrain
V
- Vision
- Vulnerability
W
- Water Hazards
- Weapon Attack
- Weapon Bonus Damage
- Weapon Damage
- Weapon Precision
- Weapon Properties
- Weapon Range
- Weapon Reload
- Weapon Size
- Weapon Speed
- Wild Swing
- Willpower
- Windstorm
- Wisdom
- Wits