Player's Handbook · Chapter 4

Combat

A fight starts with everyone rolling 2d6 + Initiative, once per fight. Initiative is Finesse plus every Initiative bonus on your sheet. Highest goes first.

Your turn

You have Actions Per Turn as printed on your sheet. The base is 2. Any Action may be spent as a Move (30 ft, halved in difficult terrain). So a base turn is 2 Actions, 1 Move + 1 Action, or 2 Moves.

ActionEffect
Attack2d6 + stat vs the target's Defense. On a hit, deal the weapon's damage
Use a FeatActivate a feat and pay its Resource Cost. It takes 1 or 2 Actions, as the feat says
Dodge+2 Defense until your next turn
HelpAlly within 5 ft gets +2 on their next roll. Outside combat, each helper gives +1, up to +2
DashAn extra Move
HideYour Stealth vs their Awareness
Use Item / InteractDrink, grab, pull the lever

There are no opportunity attacks. Move freely.

Defense

Defense = 7 + the stat your torso armor names + every Defense bonus from gear, your archetype and General Feats. Torso armor names Might, Finesse or Wit. With no torso armor you use Finesse. Defense caps at 20. Your sheet shows the total.

When your feat forces someone else to save, your Save DC = 6 + your relevant stat. Mana and Energy feats use Wit. Stamina feats use the higher of Might or Finesse.

Free actions

The only free-action feats are movement feats, marked Free Action, Once per turn. You can use one movement feat per turn, and its movement comes on top of your normal Move. There are no reactions.

Getting hurt

Damage comes off Health. At 0 you are Down. Resistance halves damage, immunity zeroes it and vulnerability doubles it. Conditions like Prone, Stunned and Bleeding each have one line of rules. The table is in @Missing file, and the full combat chapter is @Missing file.

Manual updated Sep 25, 2026.