pathfinder2e-notes/content/GM Screen/old/Rules Reference.md
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Turns

Turns Core 468 Start your Turn Your durations measured in rounds decrease by 1; use one triggered action with a trigger of “your turn begins”; attempt a recovery check if youre dying; regain your 3 actions and 1 reaction. Act Use your actions. End your Turn End anything that lasts until the end of your turn; take persistent damage and attempt to recover from it; use one triggered action with a trigger of “your turn ends”.

Basic Actions

Aid DC 20 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary). Crawl ⬻{ .Pathfinder } (move) Move 5 feet while prone. Delay ⭓{ .Pathfinder } Select this when your turn begins; take your turn later. Drop Prone ⬻{ .Pathfinder } (move) Fall prone. Escape ⬻{ .Pathfinder } (attack) Attempt to get free when grappled, restrained, or immobilized. Use unarmed attack modifier, Acrobatics, or Athletics. Interact ⬻{ .Pathfinder } (manipulate) Grab an object, open a door, draw an item, or do a similar action. Leap ⬻{ .Pathfinder } (move) Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet. Ready ⬺{ .Pathfinder } (concentrate) Prepare to take a single action or free action as a reaction with a trigger you designate. Release ⭓{ .Pathfinder } (manipulate) Release something youre holding without triggering reactions. Seek ⬻{ .Pathfinder } (concentrate, secret) Scan an area for signs of creatures or objects using Perception. Sense Motive ⬻{ .Pathfinder } (concentrate, secret) See if a creature is lying. Stand ⬻{ .Pathfinder } (move) You stand up from prone. Step ⬻{ .Pathfinder } (move) Move 5 feet without triggering reactions. Stride ⬻{ .Pathfinder } (move) Move up to your Speed. Strike ⬻{ .Pathfinder } (attack) Attack with a weapon or unarmed attack. Take Cover ⬻{ .Pathfinder } Gain cover, or get greater cover if you have cover.

Speciality Basic Actions

Arrest a Fall ⬲{ .Pathfinder } Use Acrobatics to slow your fall while flying. Avert Gaze ⬻{ .Pathfinder } Get a +2 circumstance bonus against visual abilities. Burrow ⬻{ .Pathfinder } (move) Move up to your burrow Speed. Fly ⬻{ .Pathfinder } (move) Move up to your fly Speed. Moving upward counts as traveling through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If youre airborne at the end of your turn and didnt Fly this round, you fall. Grab an Edge ⬲{ .Pathfinder } (manipulate) Try to catch something to stop a fall. Mount ⬻{ .Pathfinder } (move) Get on an allied animal bigger than you to ride it. Point Out ⬻{ .Pathfinder } (auditory, manipulate, visual) Reveal unobserved creature. Raise a Shield ⬻{ .Pathfinder } Put up a shield to get its bonus to AC.

Death and Dying

Knocked Out When reduced to 0 HP, move your initiative to directly before the creature or effect that reduced you to 0 HP. Gain dying 1, or dying 2 if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you unconscious at 0 HP and doesnt give you the dying condition.

Dying You are unconscious. If you ever reach dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the dying condition. Any time you lose the dying condition, increase your wounded value by 1. If you take damage while dying, increase the dying value by 1 (or 2 on an enemys critical success or your critical failure).

Recovery Checks At the start of your turn when youre dying, attempt a flat check (DC 10 + your dying value).

  • Critical Success Your dying value is reduced by 2.
  • Success Your dying value is reduced by 1.
  • Failure Your dying value increases by 1.
  • Critical Failure Your dying value increases by 2.

Wounded Any time you gain the dying condition or increase it for any reason, add your wounded value to the amount you gain or increase your dying value. The wounded condition ends if you receive HP from Treat Wounds, or if youre restored to full HP and rest for 10 minutes.

Doomed The maximum dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. Your doomed value decreases by 1 each time you get a full nights rest.

Unconscious

You cant wake up from unconsciousness while you have 0 Hit Points. If youre unconscious and have 1 or more Hit Points, you wake up in one of five ways. • You take damage, provided the damage doesnt drop you to 0 HP. • You receive healing, other than natural healing from resting. • Someone nudges or shakes you awake with an Interact action. • If theres loud noise, at the start of your turn attempt a Perception check against the noises DC, waking up if you succeed. If creatures are attempting to stay quiet, this uses their Stealth DC. • The GM decides you wake up either because you have had a restful nights sleep or something disrupted that restful sleep.

Treat Wounds

Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50

*Rolling against a higher DC is optional.

Terrain

Difficult Terrain Each square costs 5 extra feet of movement. Greater Difficult Terrain Each square costs 10 extra feet of movement. Hazardous Terrain Moving through hazardous terrain deals damage. Narrow Surface Flat-footed and must Balance to cross. When youre hit or fail a save, succeed at a Reflex save or fall. Uneven Ground Flat-footed and might need to Balance or fall prone. When youre hit or fail a save, succeed at a Reflex save or fall. Incline You need to Climb to ascend an incline. Youre flat-footed while Climbing.

Cover

Draw a line from the center of the attackers space or burst to the center of the targets space. Lesser Cover +1 circumstance bonus to AC if line passes through creatures but no objects. Cover +2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide or Sneak. You can use Take Cover (Core 471) to increase this to greater cover. Greater Cover As cover, but a +4 bonus.

Hero Points

Give out 1 Hero Point to each PC at the start of the session. Give out roughly 1 more per hour of play, for a heroic act or a moderate or major accomplishment. Hero Points can be spent in two ways. Spend 1 Hero Point to reroll a check and use the second result. This is a fortune effect. Spend all your Hero Points to avoid death. You can do this when your dying condition would increase. Lose the dying condition and stabilize with 0 Hit Points. Dont gain or increase your wounded value from losing the dying condition in this way, but if you already had that condition you dont lose it or decrease it.

Skill Actions

E Exploration action, D Downtime action

  • Acrobatics (Dex, Core 240) Balance ⬻{ .Pathfinder }, Tumble Through ⬻{ .Pathfinder } Trained Maneuver in Flight ⬻{ .Pathfinder }, Squeeze E

  • Arcana (Int, Core 241) Recall Knowledge ⬻{ .Pathfinder } (Core 238) Trained Borrow an Arcane Spell E, Decipher Writing E (Core 234), Identify Magic E (Core 238), Learn a Spell E (Core 238)

  • Athletics (Str, Core 241) Climb ⬻{ .Pathfinder }, Force Open ⬻{ .Pathfinder }, Grapple ⬻{ .Pathfinder }, High Jump ⬺{ .Pathfinder } , Long Jump ⬺{ .Pathfinder } , Shove ⬻{ .Pathfinder }, Swim ⬻{ .Pathfinder }, Trip ⬻{ .Pathfinder } Trained Disarm ⬻{ .Pathfinder }

  • Crafting (Int, Core 243) Recall Knowledge ⬻{ .Pathfinder } (Core 238), Repair E Trained Craft D, Earn Income D (Core 236), Identify Alchemy E

  • Deception (Cha, Core 245) Create a Diversion ⬻{ .Pathfinder }, Impersonate E, Lie Trained Feint ⬻{ .Pathfinder }

  • Diplomacy (Cha, Core 246) Gather Information E, Make an Impression E, Request ⬻{ .Pathfinder } Intimidation (Cha, Core 247) Coerce E, Demoralize ⬻{ .Pathfinder }

  • Lore (Int, Core 247) Recall Knowledge ⬻{ .Pathfinder } (Core 238) Trained Earn Income D (Core 236)

  • Medicine (Wis, Core 248) Administer First Aid ⬺{ .Pathfinder } , Recall Knowledge ⬻{ .Pathfinder } (Core 238) Trained Treat Disease D, Treat Poison ⬻{ .Pathfinder }, Treat Wounds E

  • Nature (Wis, Core 249) Command an Animal ⬻{ .Pathfinder }, Recall Knowledge ⬻{ .Pathfinder } (Core 238) Trained Identify Magic E (Core 238), Learn a Spell E (Core 238)

  • Occultism (Int, Core 249) Recall Knowledge ⬻{ .Pathfinder } (Core 238) Trained Decipher Writing E (Core 234), Identify Magic E (Core 238), Learn a Spell E (Core 238)

  • Performance (Cha, Core 250) Perform ⬻{ .Pathfinder } Trained Earn Income D (Core 236)

  • Religion (Wis, Core 250) Recall Knowledge ⬻{ .Pathfinder } (Core 238) Trained Decipher Writing E (Core 234), Identify Magic E (Core 238), Learn a Spell E (Core 238)

  • Society (Int, Core 250) Recall Knowledge ⬻{ .Pathfinder } (Core 238), Subsist D (Core 240) Trained Create Forgery D, Decipher Writing E (Core 234)

  • Stealth (Dex, Core 251) Conceal an Object ⬻{ .Pathfinder }, Hide ⬻{ .Pathfinder }, Sneak ⬻{ .Pathfinder }

  • Survival (Wis, Core 252) Sense Direction E, Subsist D (Core 240) Trained Cover Tracks E, Track E

  • Thievery (Dex, Core 253) Palm an Object ⬻{ .Pathfinder }, Steal *⬻{ .Pathfinder }*Trained Disable a Device ⬺{ .Pathfinder } , Pick a Lock ⬺{ .Pathfinder }

Simple DCs

Rank DC
Untrained 10
Trained 15
Expert 20
Master 30
Legendary 40

DCs by Level

Level DC Level DC
0 14 13 31
1 15 14 32
2 16 15 34
3 18 16 35
4 19 17 36
5 20 18 38
6 22 19 39
7 23 20 40
8 24 21 42
9 26 22 44
10 27 23 46
11 28 24 48
12 30 25 50
Spell Level DC
1st 15
2nd 18
3rd 20
4th 23
5th 26
6th 28
7th 31
8th 34
9th 36
10th* 39
  • 10th-level spells are usually uncommon or rare, so their difficulty should be adjusted accordingly.

DC Adjustments

Difficulty Adjustment
Incredibly easy -10
Very easy -5
Easy -2
Hard (uncommon) +2
Very hard (rare) +5
Incredibly hard (Unique ) +10

Specific Skill DCs

Craft Use a DC of the items level, adjusted for rarity. Earn Income Tasks The task level is typically the settlements level, and its DC uses the task level. Typical levels: village 01, town 24, city 57. Gather Information Set a simple DC based on the notoriety of the subject; adjust upward if the character seeks in-depth information. Identify Magic or Learn a Spell Use the DC for the spell or items level, adjusted by rarity; use the incredibly hard adjustment for cursed items. Recall Knowledge Set a simple DC; if the character tries again for more knowledge, adjust the DC one step higher each time until they fail or attempt an incredibly hard check. Sense Direction Pick a simple DC: trained in normal wilderness, expert in deep forest/underground, master or legendary in weird/surreal environments. Social Skills Use Will DC if known; if not, improvise a level. Track Select a simple DC, or a Survival DC if the quarry Covers Tracks.

Creature Identification

Use the creatures level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.

Creature Trait Skill
Aberration Occultism
Animal Nature
Celestial Religion
Construc Arcana, Nature
Ethereal Occultism
Fey Nature
Fiend Religion
Fungus Nature
Humanoid Society
Montor Religion
Ooze Occultism
Plant Nature
Spirit Occultism
Undead Religion

Detecting Creatures

Observed A creature youre observed by knows where you are and can target you normally. Concealed A creature that youre concealed from must succeed at a DC 5 flat check when targeting you with a non-area effect. Hidden A creature youre hidden from knows the space youre in. It is flat-footed to you, and must succeed at a DC 11 flat check to affect you. You can Hide to become hidden, and Seek to find hidden creatures. Undetected When you are undetected by a creature, its flat-footed to you, cant see you, has no idea what space you occupy, and cant target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a hidden creature, but the flat check and attack roll are rolled in secret by the GM. Unnoticed A creature youre unnoticed by is totally unaware of your presence. Invisible Youre undetected by everyone. You cant become observed while invisible except via special abilities or magic.

Exploration Activities

You must move at half speed to use any of these activities. Avoid Notice Use Stealth to avoid being noticed. Defend Raise a Shield before your first turn begins. Detect Magic (concentrate) Detect magic at regular intervals. Follow the Expert (audible, concentration, visual) Gain bonus with a skill from an expert ally. Add your level if untrained, and get +2 circumstance bonus (+3 if ally is master, +4 if ally is legendary). Hustle Move at double Speed for up to Con × 10 minutes (minimum 10 minutes). Investigate (concentrate) Use Recall Knowledge to discover clues. Repeat a Spell (concentrate) Repeatedly cast the same spell, or continue Activation or Sustain a Spell. Scout (concentrate) Party members get +1 circumstance bonus to their initiative rolls. Search (concentrate) Seek for hidden doors and hazards.

Falling Damage

When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land prone. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).

Structures

Door Climb DC Hardness, HP (BT)
Wood 20 10, 40 (20)
Stone 30 14, 56 (28)
Reinforced wood 15 15, 60 (30)
Iron 30 18, 72 (36)
Wall Climb DC Hardness, HP (BT)
Crumbling masonry 15 10, 40 (20)
Wooden slats 15 10, 40 (20)
Masonry 20 14, 56 (28)
Hewn stone 30 14, 56 (28)
Iron 40 18, 72 (36)
Portcullis Climb DC Hardness, HP (BT)
Wood 10 10, 40 (20)
Iron 10 18, 72 (36)

Force Open

Structure Force Open DC
Stuck door or window 15
Exceptionally stuck 20
Lift wooden portcullis 20*
Lift iron portcullis 30*
Bend metal bars 30
  • Use the Thievery DC of the locking mechanism if its higher.

Travel Speed

Speed Feet per Minute Miles per Hour Miles per Day
10 feet 100 1 8
15 feet 150 1-1/2 12
20 feet 200 2 16
25 feet 250 2-1/2 20
30 feet 300 3 24
35 feet 350 3-1/2 28
40 feet 400 4 32

Environmental Damage

Category Damage
Minor 1d6-2d6
Moderate 4d6-6d6
Major 8d6-12d6
Massive 18d6-24d6

XP Awards

Accomplishment XP Award
Minor 10 XP
Moderate* 30 XP
Major* 80 XP
  • Typically awards a Hero Point as well.
Adversary or Hazard Level XP for Simple Hazard XP for Creature or Complex Hazard
Party level 4 2 XP 10 XP
Party level 3 3 XP 15 XP
Party level 2 4 XP 20 XP
Party level 1 6 XP 30 XP
Party level 8 XP 40 XP
Party level + 1 12 XP 60 XP
Party level + 2 16 XP 80 XP
Party level + 3 24 XP 120 XP
Party level + 4 32 XP 160 XP

Encounter Budget

Difficulty XP Budget Character Adjustment
Trivial 40 or less 10 or less
Low 60 15
Moderate 80 20
Severe 120 30
Extreme 160 40

Elite Adjustment

  • Add 2 to AC, attack bonus, DCs, saves, Perception, and skills.
  • Add 2 to damage for Strikes and offensive abilities, or 4 for abilities that can be used only a limited number of times.
  • Increase HP using this table:
Starting Level HP Increase
1 or lower 10
2-4 15
5-19 20
20+ 30

Weak Adjustment

  • Subtract 2 from AC, attack bonus, DCs, saves, Perception, and skills.
  • Subtract 2 from damage for Strikes and offensive abilities, or 4 for abilities that can be used only a limited number of times.
  • Decrease HP using this table:
Starting Level HP Decrease
1-2 10
3-5 15
6-20 20
21+ 30