BlueFlame
Game Progression
- Pending
- Developing
- Pre-Draft
- Draft
- Pre-Alpha
- Alpha
- Beta
- Final
Player’s Handbook
0 Introduction
1 Basics
2 Races
3 Classes
4 Backgrounds
5 Skills
6 Feats
7 Equipment
8 Combat
9 Downtime
10 Miscellaneous
11 NPCs
12 Magic
13 Spellwords
Glossary
Conditions
OGL
Character Sheet
Index
Chapter 0 – Introduction
- What
- Why
- How
Chapter 1 – Basics
- Navigation
- Basic Rules
- Ability Scores
- Rolling Ability Scores
- Pageboy Rule
- Determining Bonuses
- Ability Checks
- The Abilities
- Ability Score Bonuses
- Increasing Ability Scores
- Ability Score Damage, Penalty, & Drain
- Build Points
- Build Point Bonuses
- Character Creation
- Example of Play
Chapter 2 – Races
- Standard Races
- Common Races
- Dwarves
- Elves
- Gnomes
- Grel
- Half-Elves
- Half-Orcs
- Halflings
- Humans
- Uncommon Races
- Rare Races
- Advanced Races
- Common Races
- Uncommon Races
- Rare Races
Chapter 3 – Classes
- Core Classes
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Monk
- Oracle
- Paladin
- Ranger
- Rogue
- Sorcerer
- Summoner
- Wizard
- Standard Classes
- Alchemist
- Antipaladin
- Cavelier
- Samarai
- Witch
- Hybrid Classes
- Inquisitor
- Magus
- Ninja
- Slayer
- Warpriest
- Prestige Classes
- Arcane Archer
- Arcane Trickster
- Assassin
- Battle Herald
- Chronicler
- Dragon Disciple
- Duelist
- Eldritch Knight
- Holy Vindicator
- Horizon Walker
- Loremaster
- Master Chemist
- Master Spy
- Mystic Theurge
- Nature Warden
- Rage Profit
- Shadowdancer
- Stalewart Defender
- Mythic Paths
- Archmage
- Champion
- Guardian
- Hierophant
- Marshal
- Trickster
Chapter 4 – Background
- Physical Attributes
- Age
- Height
- Weight
- Handedness
- Hair
- Eyes
- Upbringing
- Training
- Alignment, Honor, & Fame
- Mental & Physical Characteristics
- Traits
Chapter 5 – Skills
- Acquiring Skills
- Skills Checks
- Skill Descriptions
Chapter 6 – Feats
- Acquiring Feats
- Types of Feats
- Feat Descriptions
Chapter 7 – Equipment
- Basic Rules
- Wealth & Money
- Encumberance
- Breaking Objects
- Special Materials
- Primitive Materials
- Armor
- Weapons
- Melee & Ranged Weapons
- Improvised Weapons
- Standard Weapons
- Weapon Descriptions
- Goods & Services
- Adventuring Gear
- Tools & Kits
- Animals & Mounts
- Clothing
- Entertainment
- Trade Goods
- Food & Drink
- Lodging & Services
- Alchemical Items
- Remedies
- Tools
- Weapons
Chapter 8 – Combat
- Combat Basics
- The Clock
- Initiative
- Surprise
- Actions in Combat
- Engaging & Disengaging
- Attacking
- Drawing a Weapon
- Rate of Attack (RA)
- Attack Roll
- Defence Roll
- Melee Attacks
- Ranged Attacks
- Damage
- Reactions
- Attacks of Opportunity
- Saving Throws
- Activating Magical Items
- Casting Spells
- Using Special Abilities
- Movement, Position, & Distance
- Speed
- Tactical Movement
- Withdraw
- Flee
- Measuring Distance
- Moving through an occupied space
- Terrain & Obstacles
- Extremely Hampered Movement
- Injury & Death
- Hit Points
- Wound Points
- Vigor Points
- Massive Damage
- Dying
- Dead
- Stable Characters
- Recovery
- Healing
- Natural Healing
- Magical Healing
- Healing Limits
- Healing Ability Damage
- Temporary Hit Points
- Nonlethal Damage
- Dealing Nonlethal Damage
- Big and Little Creatures in Combat
- Combat Modifiers
- Concealment
- Fatigue
- Fighting Aggressively
- Fighting Defensively
- Giving Ground
- Helpless Defender
- Honor Points
- Multiple Opponets
- Flanking
- Rear Attack
- Special Attacks
- Aid Another
- Called Shots
- Charge
- Combat Maneuvers
- Bull Rush
- Dirty Trick
- Disarm
- Drag
- Grapple
- Knockback
- Overrun
- Reposition
- Steal
- Sunder
- Trip
- Feint
- Jab
- Mounted Combat
- Natural Weapons
- Shield Bash
- Throw Splash Weapon
- Two-Weapon Fighting
- Unarmed Strike
Chapter 9 – Downtime
- Downtime
- Leveling
- Retraining
Chapter 10 – Miscellaneous
- Adventuring
- Travel & Movement
- Money & Treasure
- Rest & Recovery
Chapter 11 – NPCs
- Hirelings
- Followers
- Cronies
- Henchmen
- Sidekicks
- Prododges
- Hangers On
- Animal Companions
- Eidelons
- Familliars
- Pets
- Player Character Obligations
Chapter 12 – Magic
- Mana
- Mana Points
- Non-Spellcasters
- Spellcasters
- Multiclass Spellcasters
- Stamina
- Mana Point Cost
- Activating Abilities
- Spell-like Abilities
- Supernatural Abilities
- Extraordinary Abilities
- Natural Abilities
- Regaining Mana
- Learning Spellwords
- Spontanious Casters
- Preparatory Casters
- Magical Writings
- Deciphering Magical Writings
- Scrolls
- Arcane Scrolls
- Divine Scrolls
- Spell Scrolls
- Word Scrolls
- Borrowed Wordbooks
- Adding Words to a Wordbook
- Words Gained at a New Level
- Words Gained from Another’s Wordbook or a Scroll
- Independent Research
- Writing a New Word into a Spellbook
- Time
- Space
- Materials
- Replacing and Copying Wordbooks
- Selling a Wordbook
- Meta Words
- Preparing Spellwords
- Rest
- Recent Casting Limit
- Preparation Environment
- Word Preparation Time
- Word Selection & Preparation
- Prepared Word Retention
- Death and Words Retention
- Casting Spells
- Mana
- Casting Time
- Caster Level
- Arranging Spellwords
- Target Words
- Effect Words
- Multiple Effect Words
- Damage
- Duration
- Saving Throws
- Schools
- Spell Resistance
- Combining Magical Effects
- Stacking Effects
- Different Bonus Types
- Same Effect in Different Strengths
- Same Effect with Different Results
- One Effect Makes Another Irrelevant
- Multiple Mental Control Effects
- Word with Opposite Effects
- Instantaneous Effects
- Bringing Back the Dead
- Negative Levels
- Preventing Reviving
- Reviving Against One’s Will
- Meta Words
- Spell Check
- Spellcraft
- Completing the Spell
- Taking a Hit
- Grappled or Pinned
- Vigorous Motion
- Violent Motion
- Entangled
- Spell Fumbles
- Attack
- Critical Hits
- Fumbles
- Holding a Charge
- Save DC
- Counterspells
- How Counterspells Work
- How Counterspells Work
- Dispel as a Counterspell
- Magic Item Creation
- Silver Piece Values
- Multiple Similar Abilities
- Multiple Different Abilities
- Adding New Abilities
- Other Considerations
- Creating Magic Armor
- Creating Magic Weapons
- Creating Magic Potions
- Creating Rings
- Creating Rods
- Creating Scrolls
- Creating Staves
- Creating Wands
- Creating Wondrous Items
Chapter 13 – Spellwords
- Word Descriptions
- Name
- School (Subschool)
- Abjuration
- Conjuration
- Divination
- Enhancement
- Evocation
- Illusion
- Necromancy
- Transmutation
- Descriptor
- Class
- Rarity
- Mana
- Casting Time
- Components
- Range
- Target
- Duration
- Saving Throw
- Spell Resistance
- Descriptive Text
- Heighten
- Augment
- Mythic
- Class Word Lists
- Target Words
- Effect Words
- Meta Words
Gamemaster’s Guide
- Introduction
- Gamemastering Styles
- Tips & Tricks for Gamemasters
- Gamemaster’s Toolbox
- Developing a Campaign
- Running a Campaign
- Criticals & Fumbles
- Creating NPCs
- Creating Classes
- Poisons & Drugs
- Magic Items
- Treasure Generator
Glossary
OGL
GM Sheet
Index
Encounter Manual
- Introduction
- Encounters
- Setting up an Encounter
- Running an Encounter
- Ending an Encounter
- Creatures
- Creating Creatures
- Advancing Creatures
- Monsters as PCs
- Creature Types
- Encounter Tables
- Glossary
- Creature Roles
- Ability Index
- Monster Cohorts
- Animal Companions
- Familiars
- Creatures by Terrain
- Creatures by CR