Checks represent your ability to resist danger, push through hardship, and avoid harmful effects. Roll d20 + check bonus against a target number, usually 16.

If the modified total is exactly 16, the result can have an extra benefit. For example, an effect that would normally deal half damage on a successful check may deal no damage on an exact success.

Some powerful effects require more than one check. In other cases, failing one check may trigger a second check with a new target number based on the first failed result.

Check Types

Steadfast (SDF)

Steadfast covers surefootedness, force of body, holding ground, and feats of heroism.

Common SDF checks include:

  • Avoiding a critical miss result
  • Resisting force back, disarm, knockdown, or overrun
  • Holding a slippery surface while moving at speed
  • Gasping for air while swimming, especially in heavy armour
  • Kicking in doors or breaking through obstacles
  • Avoiding passing out from severe bleed

Agility (AGL)

Agility covers avoiding danger through motion, balance, speed, and precision.

Common AGL checks include:

  • Dodging traps, pits, area effects, and spell effects
  • Stealth
  • Using a reaction when something provokes
  • Extinguishing the burning condition on yourself or others
  • Avoiding a fall, catching an edge, or recovering while climbing
  • Crossing unstable surfaces
  • Avoiding stray ranged attacks fired into melee

Constitution (CON)

Constitution covers bodily endurance and resistance to physical harm.

Common CON checks include:

  • Resisting fatigue, poison, disease, drowning, starvation, and petrification
  • Holding breath
  • Resisting or reducing a critical hit
  • Recovering fatigue caused by strain in combat
  • Resisting transmutation
  • Recovering wounds through the recover action

Magic (MAG)

Magic covers magical control, resistance, attunement, and awry effects.

Common MAG checks include:

  • Attuning magic items, including gems
  • Casting Mage spells or Varlock incantations when required
  • Preventing a magical effect from going awry on a critical failure
  • Resisting magical effects
  • Partially resisting disintegration
  • Setting harmonics for counterspells
  • Brewing potions

Will (WIL)

Will covers mental endurance, morale, concentration, and resisting compulsion.

Common WIL checks include:

  • Breaking charm after taking HP damage
  • Resisting domination or compelled actions
  • Keeping concentration when injured
  • Resisting insanity while terrified
  • Avoiding surprise while on watch
  • Moving 5 feet with a move action while paralyzed

Life (LIF)

Life covers survival, luck, divine force, death, and effects that act on life itself.

Common LIF checks include:

  • Taking damage while on 0HP
  • Resisting death from age or supernatural life drain
  • Casting Zealot vardaan
  • Gasping while choking
  • Partially resisting disintegration
  • Stopping dry drowning
  • Recovering from bleed while tended at full HP
  • Avoiding death when mostly dead and healing fails
  • Recovering while on 0HP without assistance

Check Progression

Class level improves checks over time.

BonusLevels Gained
+11
+22
+34
+46
+58
+610
+713
+816
+919
+1022
+1126
+1230
+1334

Magic Resistance (MR)

Characters with Magic Resistance can completely negate magical effects if they roll exactly the target number (or within the MR range above it).