Light Levels
Based on the location or time of day, your ability to see will be impacted. There are six different light levels, each with their own effects. Depending on the light level, certain sources of light will be ineffective. Unless otherwise noted, when different sources of light levels overlap, the brighter light source supersedes any lower light levels. This works the same way for Darkness and Deeper Darkness but inversely.
0) Deeper Darkness
Deeper Darkness is mechanically the same as Darkness, however it is typically magical in nature and weak forms are unable to penetrate it.
1) Darkness
In areas of Darkness, if you do not possess darkvision, you have your sight heavily reduced. Creatures in an area of Darkness have Total Concealment, and creatures who cannot see within the Darkness have Disadvantage on all sight-based checks.
2) Dim Light
Dim Light restricts the visions of creatures without Darkvision to a lesser extent. Creatures in Dim Light have Partial Concealment and can attempt to make Stealth checks without cover against targets who do not have Darkvision or some other way to see in dim light.
3) Normal Light
Normal Light does not impair the vision of creatures with Basic vision.
4) Daylight
Daylight does not restrict the vision of creatures with Basic vision. However, creatures with Light Sensitivity do incur penalties. Some creatures may also be vulnerable and take damage from natural sunlight.
5) Bright Light
Bright Light allows you to see clearly. Creatures with Light Sensitivity and Light Blindness take the appropriate penalties while within the area. In addition, creatures cannot make Stealth checks unless they have Total Cover or Invisibility.
Light sources
Light sources are broken up into six general categories based on the area of light they provide and the levels of darkness they can pierce. These categories represent common examples that various items may fit into.
Candle
Items that provide a candle level of light provide a 5 foot radius of Normal Light in areas of Dim Light.
Lamp
Items that provide a lamp level of light provide a 15 foot radius of Normal Light and a 30 foot radius of Dim Light in areas of Darkness.
Torch
Items that provide a torch level of light provide a 20 foot radius of Normal Light and a 40 foot radius of Dim Light in areas of Darkness.
Lantern
Items that provide a lantern level of light provide a 30 foot radius of Normal Light and a 60 foot radius of Dim Light in areas of Darkness. In addition, some lanterns may have the option to have their light be focused into a cone, doubling the length of the light provided, but restricting it to a 30 degree directional cone.
Magical Light & Alchemical Light
Sources that provide magical or alchemical light have varying distances of light and provide light in Darkness levels based on the magic level or alchemical tier of the source.
Luck and Luck Pool
You have access to a pool of Luck based on your Luck Attribute. These Luck points can be used a couple different ways at base by either modifying a D20 roll or influencing an encounter or item generation D100 rolls. Your luck pool is not affected by temporary modifiers to your Luck score, though the Luck bonus is affected for the duration.
- Critical Rating: Your luck can influence the severity of any critical effect you trigger. The Critical Rating of any critical effect you apply is increased by half of your Luck modifier.
- Influencing Encounter: You can use a Luck point to influence any random encounter, typically a D100. When doing so the D100 roll is adjusted by an amount equal to your Luck modifier in your favor. You may only spend 1 Luck Point to influence a roll of this type, however, multiple creatures may influence the same roll.
- Item/Loot Roll: The combined luck modifier of all parties involved influences any random percentile loot rolls made. This applies at a 1 modifier to 1 percentage ratio. A positive net group modifier increases the loot rolls in the groups favor, while a negative net modifier lowers the rolls.
- Modifying a D20: You can use a Luck Point on any D20 roll that you make before the results are revealed, to gain a Luck bonus to the roll equal to your Luck modifier. At base you cannot spend more than 1 Luck Point to augment a single roll, and cannot spend Luck on checks to create items/rituals/etc. A negative Luck modifier means your Luck Pool is instead used by the GM to adjust any rolls out of your favor.
- Percentile Defenses, Debuffs and Effects: Your luck modifies the result of certain percentile rolls such as Fortification, Miss Chance, Concealment, Wild Magic, Confusion, etc. If your modifier is positive the final result is changed a percentage equal to your Luck modifier in your favor. A negative modifier changes the result out of your favor.
In addition to the above effects of Luck, there are various talents and abilities that you can gain giving you access to more uses for your Luck Points.
Magic Items and Attunement
- You have a set amount of magic item slots and a number of Attunement slots for especially powerful magic items. At base you have 1 + Spirit modifier Attunement slots that especially powerful or rare magic items may require to be used. Some magic items may even require multiple Attunement slots, and some items may only require an Attunement slot if you are meet a certain Highest Skill Rank or lower. The basic item slots you have available to you are as follows:
- Head
- Headband
- Face
- Eyes
- Shoulder
- Neck
- Body
- Belt
- Wrist
- Hands
- Rings (2)
- Legs
- Feet
- Earrings
- Brooch
- Ioun Stone
- Weapons
- Armor
- Tools/Other Equipment
You also have special item slots available that work slightly differently than the normal item slots, they are as follows:
- Books: Books are a magical item that give you a benefit after being read. These benefits typically are temporary, or if permanent do not stack with specified bonuses to the same thing. You can have a number of active book effects equal to 1 + half of your Rank bonus in Linguistics.
- Elixirs: Elixirs are a special magical alchemical item that may be drunk to give you a permanent effect. You may only have 1 active elixir effect at a time and if another elixir is drunk the original effect is lost.
- Runes, Talismans & Foci: Runes, Talismans and Foci are magical items that do not need to be directly equipped, and are usually held or within your reach. These items typically focus on enhancing your magical or supernatural capabilities.
- Slotless: Slotless items are magical items that do not need to be directly worn by you to grant their benefit; however, they usually need to be interacted with to activate.
- Tattoos: Tattoos are a special magical item slot that allows you to get a magic effect permanently placed upon your body. You have a tattoo slot for every basic magic item slot that you possess; however, to gain the benefits of a magic tattoo you cannot have another item in that slot.