Campaigns
Rise of the Runelords
The Crimson Throne
Second Darkness
Legacy of Fire
Vanguard of Hope
Into the Dark Continent
Haunted Lands
Return to Sandpoint
Skull & Shackles
Classes
The classes
Alchemist
Barbarian
Bard
Cavalier
Cleric
Cursed
Druid
Feyblood
Fighter
Inquisitor
Paladin
Professional
Ranger
Rogue
Sorcerer
Swashbuckler
Warlock
Wizard
Special classes
Dual Classes
Folk
Overview
Races in the World
Different folk
Aasimar
Awakened
Beastfolk
Birdfolk
Changeling
Dhampir
Dragonfolk
Dwarf
Elf
Floran
Genasi
Gnome
Halfling
Half-Orc
Human
Lizardfolk
Selkie
Shifter
Tiefling
Resources
Faiths for the Faithless
Random Generators
Role-playing Illiteracy
Splinter Religions
Warlock Patrons
Rules
Index
Rules Index
Character
Character overview
Herbalism
Languages
Multiclassing
Skills
Skills - combat
Combat
Combat overview
Spells & Magic
Spells & Magic overview
Familiars
Spell list
Equipment
Equipment overview
Alchemical items
Armor and Shields
Equipment list
Herbal remedies
Poisons
Weapons
Specific Rules
Adventuring
Travel
Water Rules
Spells
Rules Index
The Character
Character Creation
Ability Checks
Herbalism
Hit Points
Inspiration
Languages
Multiclassing
Skills
Skills, Combat
Combat
Actions in Combat
Cover
Dropping to 0 hp
Initiative
Jumping
Mounted Combat
Movement
Resistances
Sneaking and Stabbing
Surprise
Underwater Combat
Spells & Magic
Prepared Spells
Spell Casting Time
Spell Components
Spell Targets
Spell List
Wild Magic
Equipment
Alchemical items
Ammunition
Armor and shields
Equipment list
Flasks
Healing Potions
Herbal Remedies
Poisons
Usage Dice
Weapons
Adventuring
Resting, Short
Resting, Long
Rest Activities
Travel
Planning a Journey
A Day of Travelling
1. Breaking Camp
2. The Travel
3. Setting Camp
4. The Night Rest
Roles During Travel
The Guide
The Forager
The Lookout
Water rules
Armor in water
Climbing up on a Ship
Drowning
Falling off a Ship
Underwater