Reading Rules

This book contains many rules elements that give characters new and interesting ways to respond to situations in the game. All characters can use the basic actions found in Chapter 8, but an individual character often has special rules that empower them to do things most other characters can't. Most of these options are granted by feats, which are gained by making certain choices at character creation or when a character advances in level.

Regardless of the game mechanic they convey, rules elements are always presented in the form of a stat block, a summary of the rules necessary to bring the monster, character, item, or other rules element to life during play. Where appropriate, rules presentations are introduced with an explanation of their format. For example, the Ancestry section of Chapter 2 contains rules for the ten ancestries in this book, and an explanation of the ancestry sections appears at the beginning of that chapter.

The general format for stat blocks is shown below. Entries are omitted from a stat block when they don't apply, so not all rule elements will have ever each of the entries given below. Actions, reactions, and free actions each have the corresponding icon next to their name to indicate their type. An activity that can be completed in a single turn has a symbol indicating how many actions are needed to complete it; activities that take longer to perform omit these icons. If a character must attain a certain level before accessing an ability, that level is indicated to the right of the stat block's name. Rules also often have traits associated with them.

Spells, tech items, and magic items use a similar format, but their stat blocks contain a number of unique elements, such as the possible magical traditions for a spell (see Chapter 7 for more on reading spells).

Action or Feat Name [one-action] Level


Trait
Prerequisites Any minimum attributes, feats, proficiency ranks, and so forth you must have to select this rules element are here. Feats also have a level prerequisite, listed above.
Frequency The limit on how often you can use the ability.
Trigger Reactions and some free actions have triggers that must be met before they can be used.
Requirements Sometimes you must have a certain item or be in a certain circumstance to use an ability.
This section describes the effects or benefits of a rules element. If the rule is an action, it explains what the effect is or what you must roll. If it's a feat that modifies an existing action or grants a constant effect, the benefit is explained here.
Special Any special qualities of the rule are explained in this section. Usually this section appears in feats you can select more than once, explaining what happens when you do.


Sometimes an ability will grant multiple actions or an action in addition to other benefits. These are condensed into a shorter format using the same categories, as seen below.

Name [one-action] (traits) Frequency how often it can be used; Trigger when a reaction or free action can be used; Requirements some actions require specific circumstances, listed here; Effect this section explains how the ability changes the world.