TEXT: 4
  ®
  ™
  Gm Screen
  Gm Screen
  Gm Screen
  4
  
  paizo.com #1295454, D M <dm_123_456@yahoo.com>, Nov 18, 2009
  799323
  799323
  450919
  450919
  SKILLS
  SKILLS
  COMBAT
  MISCELLANEOUS
  Acrobatics (page 87)
  Moving Across a Narrow Surface 
  Acrobatics DC
  Greater than 3 feet wide 
  01
  1–3 feet wide 
  51
  7–11 inches wide 
  10
  2–6 inches wide 
  15
  Less than 2 inches wide 
  20
  Move Through a Threatened Area 
  Acrobatics DC2
  Move through a threatened area 
  Opponent’s  CMD
  Move through an enemy’s space 
  5 + opponent’s CMD
  Long Jump 
  Acrobatics DC
  5 feet 
  5
  10 feet 
  10
  15 feet 
  15
  Greater than 10 feet 
  +5 per 5 feet
  High Jump 
  Acrobatics DC
  1 foot 
  4
  2 feet 
  8
  3 feet 
  12
  Greater than 3 feet 
  +4 per foot
  Acrobatics Modifiers 
  DC Modifier
  Slightly obstructed (gravel, sand) 
  +2
  Severely obstructed (cavern, rubble) 
  +5
  Slightly slippery (wet) 
  +2
  Severely slippery (icy) 
  +5
  Slightly sloped (<45°) 
  +2
  Severely sloped (>45°) 
  +5
  Slightly unsteady (boat in rough water) 
  +2
  Moderately unsteady (boat in a storm) 
  +5
  Severely unsteady (earthquake) 
  +10
  Move at full speed on narrow or uneven surfaces 
  +53
  1 No check needed unless modifiers increase the DC to 10 or higher.
  2 Increase the DC by 2 for each additional opp. avoided in 1 round.
  3 This does not apply to checks made to jump.
  Bluff (opposed by Sense Motive, page 90)
  Circumstances 
  Bluff Modifier
  The target wants to believe you 
  +5
  The lie is believable 
  +0
  The lie is unlikely 
  –5
  The lie is far-fetched 
  –10
  The lie is impossible 
  –20
  The target is drunk or impaired 
  +5
  You possess convincing proof 
  up to +10
  Climb (page 90)
  Example Surface or Activity 
  Climb DC
  A steep slope, or a knotted rope next to a wall 
  0
  A rope next to a wall or a knotted rope 
  5
  A surface with ledges, rough wall, or ship rigging 
  10 
  Any surface with handholds, a tree, or an unknotted rope 15 
  An uneven surface with narrow handholds 
  20 
  A rough surface, such as a rock or brick wall 
  25
  An overhang or ceiling with handholds only 
  30
  A perfectly smooth, vertical (or inverted) surface cannot be climbed.
  Climb Modifiers 
  DC Modifier
  Brace against two opposite walls 
  –10
  Brace against two perpendicular walls 
  –5
  Surface is slippery 
  +5
  Diplomacy (page 93)
  Starting Attitude 
  Diplomacy DC
  Hostile 
  25 + Cha modifier
  Unfriendly 
  20 + Cha modifier
  Indifferent 
  15 + Cha modifier
  Friendly 
  10 + Cha modifier
  Helpful 
  0 + Cha modifier
  Request 
  DC Modifier
  Give simple advice or directions 
  –5
  Give detailed advice or simple aid 
  +0
  Reveal an unimportant secret or give complicated aid 
  +5
  Give dangerous aid 
  +10
  Reveal an important secret 
  +10 or more
  Give aid that could result in punishment 
  +15 or more
  Disable Device (page 94)
  Device 
  Time 
  Disable Device DC
  Simple (jam a lock) 
  1 round 
  10
  Tricky (sabotage a wagon) 
  1d4 rounds 
  15
  Difficult (disarm or reset a trap) 
  2d4 rounds 
  20
  Extreme (disarm a complex trap) 
  2d4 rounds 
  25
  Fly (page 96)
  Flying Maneuver 
  Fly DC
  Move less than half speed and remain flying 
  10
  Hover 
  15
  Turn greater than 45° by spending 5 ft. of movement 
  15 
  Turn 180° by spending 10 feet of movement 
  20
  Fly up at greater than 45° angle 
  20
  Heal (page 98)
  Task  
  Heal DC
  First aid 
  15
  Long-term care  
  15
  Treat wounds from caltrops, spike growth, or spike stones 
  15
  Treat deadly wounds 
  20
  Treat poison  
  Poison’s save DC
  Treat disease  
  Disease’s save DC
  Knowledge (page 99)
  Task  
  Knowledge DC
  Easy question 
  10
  Basic question 
  15
  Hard question 
  20+
  Identify aura’s using detect magic (Arcana) 
  15 + spell level
  Identify a spell effect that is in place (Arcana) 
  20 + spell level
  Identify underground hazard (Dungeoneering) 
  15 + hazard’s CR
  Identify dangerous construction (Engineering) 
  10
  Recognize regional terrain features (Geography) 
  15
  Know obscure or anicent event (History) 
  20
  Know local laws, rulers, and popular locations (Local) 
  10
  Identify a common plant or animal (Nature) 
  10
  Know proper etiquette (Nobility) 
  15
  Identify a creature’s planar origin (Planes) 
  20
  Recognize a common deity’s symol or clergy (Religion) 
  10
  Know a monster’s abilities or weaknesses (varies) 10 + monster’s CR
  Perception (page 102)
  Detail 
  Perception DC
  Hear the sound of battle 
  –10
  Detect the smell of smoke 
  0
  Hear the details of a conversation 
  0
  Notice a visible creature 
  0
  Hear the sound of a creature walking 
  10
  Hear the details of a whispered conversation 
  15
  Find the average concealed door 
  15
  Hear the sound of a key being turned in a lock 
  20
  Find the average secret door 
  20
  Sense a burrowing creature underneath you 
  25
  Notice a creature using Stealth 
  Opposed by Stealth
  Find a hidden trap 
  Varies by trap
  Identify the powers of a potion through taste 
  15 + the potion’s CL
  Perception Modifiers 
  DC Modifier
  Distance to the source, object, or creature 
  +1/10 feet
  Through a closed door 
  +5
  Through a wall 
  +10/ft. of wall
  Favorable conditions1 
  –2
  Unfavorable conditions1 
  +2
  Terrible conditions2 
  +5
  Creature making the check is distracted 
  +5
  Creature making the check is asleep 
  +10
  Creature or object is invisible 
  +20
  1  Favorable and unfavorable conditions depend upon the sense being 
  used to make the check.
  2 As for unfavorable conditions, but more extreme.
  Ride (page 103)
  Task  
  Ride DC 
  Guide with knees  
  5
  Stay in saddle  
  5
  Fight with a combat-trained mount  
  10
  Cover  
  15
  Soft fall 
  15
  Leap  
  15
  Spur mount  
  15
  Control mount in battle 
  20
  Fast mount or dismount 
  20
  Spellcraft (page 106)
  Task  
  Spellcraft DC
  Identify a spell as it is being cast 
  15 + spell level
  Learn a spell from a spellbook or scroll 
  15 + spell level
  Prepare a spell from a borrowed spellbook 
  15 + spell level
  Identify magic item powers using detect magic 
  15 + item’s caster level
  Decipher a scroll 
  20 + spell level
  Survival (page 107)
  Track Creature’s Over Listed Surface 
  Survival DC
  Very soft ground  
  5
  Soft ground  
  10
  Firm ground  
  15
  Hard ground  
  20
  Tracking Modifiers 
  DC Modifier 
  Every three creatures in the group being tracked  
  –1
  Size of creature or creatures being tracked:1 
   Fine  
  +8
   Diminutive  
  +4
   Tiny  
  +2
   Small  
  +1
   Medium  
  +0
   Large  
  –1
   Huge  
  –2
   Gargantuan  
  –4
   Colossal  
  –8
  Every 24 hours since the trail was made  
  +1
  Every hour of rain since the trail was made  
  +1
  Fresh snow since the trail was made  
  +10
  Poor visibility:1 
   Overcast or moonless night  
  +6
   Moonlight  
  +3
   Fog or precipitation  
  +3
  Tracked party hides trail (and moves at half speed)  
  +5
  1 Apply only the largest modifier from this category.
  Swim (move at quarter speed, page 108)
  Water Condition 
  Swim DC
  Calm water 
  10
  Rough water  
  15
  Stormy water  
  201
  1 You can’t take 10 on a Swim check in stormy water, even if you aren’t 
  otherwise being threatened or distracted.
  Attack Roll Modifiers (page 195)
  Attacker is... 
  Melee 
  Ranged
  Dazzled 
  –1 
  –1
  Entangled 
  –21 
  –21
  Flanking defender 
  +2 
  —
  Invisible 
  +22 
  +22
  On higher ground 
  +1 
  +0
  Prone 
  –4 
  —3
  Shaken or frightened 
  –2 
  –2
  Squeezing through a space 
  –4 
  –4
  1  An entangled character also takes a –4 penalty to Dex.
  2  The defender loses any Dex bonus to AC.
  3  Most ranged weapons can’t be used while the attacker is prone.
  Armor Class Modifiers (page 195)
  Defender is... 
  Melee 
  Ranged
  Behind cover 
  +4 
  +4
  Blinded 
  –21 
  –21
  Concealed or invisible 
  see page 196
  Cowering 
  –21 
  –21
  Entangled 
  +02 
  +02
  Flat-footed  
  +01 
  +01
  Grappling (but attacker is not) 
  +01 
  +01
  Helpless 
  –43 
  +03
  Kneeling or sitting 
  –2 
  +2
  Pinned 
  –43 
  +03
  Prone 
  –4 
  +4
  Squeezing through a space 
  –4 
  –4
  Stunned 
  –21 
  –21
  1  The defender loses any Dex bonus to AC.
  2  An entangled character takes a –4 penalty to Dex.
  3  The defender is flat-footed and cannot add his Dex bonus to AC.
  Combat Maneuvers (page 198)
  CMB = BAB + Str modifier + special size modifier
  CMD = BAB + Str modifier + Dex modifier + special size modifier +10
  Bull Rush Push target 5 ft., +5 ft. for every 5 by which check exceeds CMD
  Disarm Target drops 1 item or 2 items if check exceeds CMD by 10
  Grapple Both target and attacker gain grappled condition
  Overrun Move through target, knocked prone if check exceeds CMD by 5
  Sunder Deal damage to item held or worn by target
  Trip Knock target prone, attacker knocked prone if check fails by 10 or more
  Two-Weapon Fighting Penalties (page 202)
  Circumstances 
  Primary Hand Off Hand
  Normal penalties 
  –6 
  –10
  Off-hand weapon is light 
  –4 
  –8
  Two-Weapon Fighting feat 
  –4 
  –4
  Off-hand weapon is light and 
  –2 
  –2
  Two-Weapon Fighting feat
  Concentration Checks (page 206)
  Situation 
  Concentration DC
  Cast defensively 
  15 + double spell level
  Injured while casting 
  10 + damage dealt + spell level
  Continuous damage while casting 
  10 + 1/2 damage dealt + spell level
  Affected by a non-damaging spell 
  DC of the spell + spell level
  Grappled or pinned while casting 
  10 + grappler’s CMB
  Vigorous motion while casting 
  10 + spell level
  Violent motion while casting 
  15 + spell level
  Extremely violent motion while casting 
  20 + spell level
  Wind with rain or sleet while casting 
  5 + spell level
  Wind with hail and debris while casting 
  10 + spell level
  Weather caused by spell 
  see spell
  Entangled while casting 
  15 + spell level
  Armor and Weapon Hardness and Hit Points (page 173)
  Weapon or Shield 
  Hardness1 Hit Points2, 3
  Light blade 
  10 
  2
  One-handed blade 
  10 
  5
  Two-handed blade 
  10 
  10
  Light metal-hafted weapon 
  10 
  10
  One-handed metal-hafted weapon 
  10 
  20
  Light hafted weapon 
  5 
  2
  One-handed hafted weapon 
  5 
  5
  Two-handed hafted weapon 
  5 
  10
  Projectile weapon 
  5 
  5
  Armor  
  special4 armor bonus × 5
  Buckler 
  10 
  5
  Light wooden shield 
  5 
  7
  Heavy wooden shield 
  5 
  15
  Light steel shield 
  10 
  10
  Heavy steel shield 
  10 
  20
  Tower shield 
  5 
  20
  1 Add +2 for each +1 enhancement bonus of magic items.
  2  Divide by 2 for each size category smaller than Medium, or multiply it by 
  2 for each size category larger than Medium.
  3 Add 10 hp for each +1 enhancement bonus of magic items.
  4  Varies by material.
  Substance Hardness and Hit Points (page 173)
  Substance 
  Hardness 
  Hit Points
  Glass 
  1 
  1/in. of thickness
  Paper or cloth 
  0 
  2/in. of thickness
  Rope 
  0 
  2/in. of thickness
  Ice 
  0 
  3/in. of thickness
  Leather or hide 
  2 
  5/in. of thickness
  Wood 
  5 
  10/in. of thickness
  Stone 
  8 
  15/in. of thickness
  Iron or steel 
  10 
  30/in. of thickness
  Mithral 
  15 
  30/in. of thickness
  Adamantine 
  20 
  40/in. of thickness
  Common Object Hardness and Hit Points (page 173)
  Object 
  Hardness 
  Hit Points 
  Break DC
  Rope (1 in. diameter) 
  0 
  2 
  23
  Simple wooden door 
  5 
  10 
  13
  Small chest 
  5 
  1 
  17
  Good wooden door 
  5 
  15 
  18
  Treasure chest 
  5 
  15 
  23
  Strong wooden door 
  5 
  20 
  23
  Wooden portcullis 
  5 
  30 
  251
  Stone door 
  8 
  60 
  28
  Masonry wall (1 ft. thick) 
  8 
  90 
  35
  Hewn stone (3 ft. thick) 
  8 
  540 
  50
  Chain 
  10 
  5 
  26
  Manacles 
  10 
  10 
  26
  Masterwork manacles 
  10 
  10 
  28
  Iron portcullis 
  10 
  60 
  251
  Iron door (2 in. thick) 
  10 
  60 
  28
  1  DC to lift the portcullis, use the door entry to break.
  Experience Point Awards (page 399)
  CR 
  Total XP 
  1–3 PCs 
  4–5 PCs 
  6+ PCs
  1/8 
  50 
  15 
  15 
  10
  1/6 
  65 
  20 
  15 
  10
  1/4 
  100 
  35 
  25 
  15
  1/3 
  135 
  45 
  35 
  25
  1/2 
  200 
  65 
  50 
  35
  1  
  400 
  135 
  100 
  65
  2  
  600 
  200 
  150 
  100
  3  
  800 
  265 
  200 
  135
  4  
  1,200 
  400 
  300 
  200
  5  
  1,600 
  535 
  400 
  265
  6  
  2,400 
  800 
  600 
  400
  7  
  3,200 
  1,070 
  800 
  535
  8  
  4,800 
  1,600 
  1,200 
  800
  9  
  6,400 
  2,130 
  1,600 
  1,070
  10 
  9,600 
  3,200 
  2,400 
  1,600
  11  
  12,800 
  4,270 
  3,200 
  2,130
  12  
  19,200 
  6,400 
  4,800 
  3,200
  13  
  25,600 
  8,530 
  6,400 
  4,270
  14 
  38,400 
  12,800 
  9,600 
  6,400
  15  
  51,200 
  17,100 
  12,800 
  8,530
  16  
  76,800 
  25,600 
  19,200 
  12,800
  17  
  102,400 
  34,100 
  25,600 
  17,100
  18 
  153,600 
  51,200 
  38,400 
  25,600
  19  
  204,800 
  68,300 
  51,200 
  34,100
  20 
  307,200 
  102,000 
  76,800 
  51,200
  21  
  409,600 
  137,000 
  102,400 
  68,300
  22 
  614,400 
  205,000 
  153,600 
  102,400
  23  
  819,200 
  273,000 
  204,800 
  137,000
  24 
  1,228,800 
  410,000 
  307,200 
  204,800
  25  
  1,638,400 
  546,000 
  409,600 
  273,000
  Treasure Values per Encounter (page 399)
  Average Level 
  Slow 
  Medium 
  Fast
  1  
  170 gp 
  260 gp 
  400 gp
  2  
  350 gp 
  550 gp 
  800 gp
  3  
  550 gp 
  800 gp 
  1,200 gp
  4  
  750 gp 
  1,150 gp 
  1,700 gp
  5  
  1,000 gp 
  1,550 gp 
  2,300 gp
  6  
  1,350 gp 
  2,000 gp 
  3,000 gp
  7  
  1,750 gp 
  2,600 gp 
  3,900 gp
  8  
  2,200 gp 
  3,350 gp 
  5,000 gp
  9  
  2,850 gp 
  4,250 gp 
  6,400 gp
  10 
  3,650 gp 
  5,450 gp 
  8,200 gp
  11  
  4,650 gp 
  7,000 gp 
  10,500 gp
  12  
  6,000 gp 
  9,000 gp 
  13,500 gp
  13  
  7,750 gp 
  11,600 gp 
  17,500 gp
  14 
  10,000 gp 
  15,000 gp 
  22,000 gp
  15  
  13,000 gp 
  19,500 gp 
  29,000 gp
  16  
  16,500 gp 
  25,000 gp 
  38,000 gp
  17  
  22,000 gp 
  32,000 gp 
  48,000 gp
  18 
  28,000 gp 
  41,000 gp 
  62,000 gp
  19  
  35,000 gp 
  53,000 gp 
  79,000 gp
  20 
  44,000 gp 
  67,000 gp 
  100,000 gp
  Wind Effects on Flight (page 96)
  Wind Force 
  Wind Speed 
  Checked Size 
  Blown Away Size 
  Fly Penalty
  Light 
  0–10 mph 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  — 
  — 
  —
  Strong 
  21–30 mph 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Large 
  Medium 
  –12
  Tornado 
  175+ mph 
  Huge 
  Large 
  –16
  Common Conditions (page 565)
  Blinded: Creature takes a –2 p enalty to AC, loses Dex bonus 
  to AC, and takes a –4 penalty on most Str- and Dex-based skill 
  checks and on opposed Perception skill checks. All opponents are 
  considered to have total concealment (50% miss chance) against 
  the blinded c haracter. Creatures must make a DC 10 Acrobatics 
  skill check to move faster than half speed or fall prone. 
  Broken: Weapons suffer a –2 penalty on attack and damage rolls 
  and only score a critical hit on a natural 20 and only deal ×2 dam-
  age. Armor and shields grant half AC bonus and double armor 
  check penalty. Broken wands or staves use twice as many chages.
  Confused: 01–25: Act normally, 26–50: Babble for one round,  
  51–75: Deal 1d8 + Str damage to self, 76–100: Attack nearest creature. 
  Entangled: No movement if bonds are anchored, otherwise move 
  at half speed. Creature takes a –2 penalty on all attack rolls and a –4 
  penalty to Dex. Must make concentration check to cast spells.
  Exhausted: Creature moves at half speed. –6 penalty to Str and 
  Dex. Rest 1 hour to become fatigued.
  Fatigued: Creature cannot run or charge. –2 penalty to Str and 
  Dex. Rest 8 hours to remove.
  Frightened: As shaken, except creature must flee from source. 
  Grappled: Creature cannot move or take action that requires 2 
  hands. –4 penalty to Dex. –2 penalty to attacks and combat maneu-
  vers (except checks made to escape). Must make concentration check 
  to cast spells. Cannot take attacks of opportunity.
  Nauseated: Creature can only take a move action and cannot at-
  tack, cast spells, or concentrate.
  Panicked: As Frightened, except creature drops held items.
  Paralyzed: Creature’s Str and Dex reduced to 0. Fliers using 
  wings fall. Creature is helpless.
  Pinned: As grappled, except creature is flat-footed, takes a –4 
  penalty to AC, and can only take verbal or mental actions (except 
  checks made to escape).
  Shaken: Creature takes a –2 penalty on attack rolls, saving throws, 
  skill checks, and ability checks. 
  Sickened: Creature takes a –2 penalty on all attack rolls, weapon 
  damage rolls, saving throws, skill checks, and ability checks.
  Staggered: Creature can only take a move action or standard 
  action (plus swift and immediate).
  Stunned: Creature cannot take actions, drops everything held, 
  takes a –2 penalty to AC, and loses its Dex bonus to AC (if any).
  ©2009, Paizo Publishing, LLC.
  paizo.com #1295454, D M <dm_123_456@yahoo.com>, Nov 18, 2009
  799323
  799323
  450919
  450919
  
  paizo.com #1295454, D M <dm_123_456@yahoo.com>, Nov 18, 2009
  799324
  799324
  450920
  450920
  ®
  ™
  paizo.com #1295454, D M <dm_123_456@yahoo.com>, Nov 18, 2009
  799324
  799324
  450920
  450920
  
  4
  OPEN GAME LICENSE VErSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the  owner of 
  each element of that Product Identity. You agree not to indicate compatibility or  co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game  Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder roleplaying Game GM Screen © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.
  4
  
  GUARD YOUR SECRETS!
  Protect your important notes and die rolls from prying player eyes with 
  the Pathfinder Roleplaying Game GM Screen! This beautiful 4-panel 
  screen features stunning artwork from Wayne Reynolds on the player’s 
  side, and a huge number of charts and tables on the GM side to speed 
  up play and reduce time spent leafing through rulebooks in search of an 
  obscure modifier or result. From skill check Difficulty Classes to two-
  weapon fighting modifiers, the Pathfinder Roleplaying Game GM Screen 
  gives you the tools you need to keep the game fast and fun. Constructed 
  of ultra-high-grade hardcover book stock, this durable screen is perfect 
  for travel, convention play, or repeated regular use.
  SKILLS
  SKILLS
  COMBAT
  MISCELLANEOUS
  Acrobatics (page 87)
  Moving Across a Narrow Surface 
  Acrobatics DC
  Greater than 3 feet wide 
  0
  1–3 feet wide 
  5
  7–11 inches wide 
  10
  2–6 inches wide 
  15
  Less than 2 inches wide 
  20
  Move Through a Threatened Area 
  Acrobatics DC
  Move through a threatened area 
  Opponent’s  CMD
  Move through an enemy’s space 
  5 + opponent’s CMD
  Long Jump 
  Acrobatics DC
  5 feet 
  5
  10 feet 
  10
  15 feet 
  15
  Greater than 10 feet 
  +5 per 5 feet
  High Jump 
  Acrobatics DC
  1 foot 
  4
  2 feet 
  8
  3 feet 
  12
  Greater than 3 feet 
  +4 per foot
  Acrobatics Modifiers 
  DC Modifier
  Slightly obstructed (gravel, sand) 
  +2
  Severely obstructed (cavern, rubble) 
  +5
  Slightly slippery (wet) 
  +2
  Severely slippery (icy) 
  +5
  Slightly sloped (<45°) 
  +2
  Severely sloped (>45°) 
  +5
  Slightly unsteady (boat in rough water) 
  +2
  Moderately unsteady (boat in a storm) 
  +5
  Severely unsteady (earthquake) 
  +10
  Move at full speed on narrow or uneven surfaces 
  +5
  1 No check needed unless modifiers increase the DC to 10 or higher.
  2 Increase the DC by 2 for each additional opp. avoided in 1 round.
  3 This does not apply to checks made to jump.
  Bluff (opposed by Sense Motive, page 90)
  Circumstances 
  Bluff Modifier
  The target wants to believe you 
  +5
  The lie is believable 
  +0
  The lie is unlikely 
  –5
  The lie is far-fetched 
  –10
  The lie is impossible 
  –20
  The target is drunk or impaired 
  +5
  You possess convincing proof 
  up to +10
  Climb (page 90)
  Example Surface or Activity 
  Climb DC
  A steep slope, or a knotted rope next to a wall 
  0
  A rope next to a wall or a knotted rope 
  5
  A surface with ledges, rough wall, or ship rigging 
  10 
  Any surface with handholds, a tree, or an unknotted rope 15 
  An uneven surface with narrow handholds 
  20 
  A rough surface, such as a rock or brick wall 
  25
  An overhang or ceiling with handholds only 
  30
  A perfectly smooth, vertical (or inverted) surface cannot be climbed.
  Climb Modifiers 
  DC Modifier
  Brace against two opposite walls 
  –10
  Brace against two perpendicular walls 
  –5
  Surface is slippery 
  +5
  Diplomacy (page 93)
  Starting Attitude 
  Diplomacy DC
  Hostile 
  25 + Cha modifier
  Unfriendly 
  20 + Cha modifier
  Indifferent 
  15 + Cha modifier
  Friendly 
  10 + Cha modifier
  Helpful 
  0 + Cha modifier
  Request 
  DC Modifier
  Give simple advice or directions 
  –5
  Give detailed advice or simple aid 
  +0
  Reveal an unimportant secret or give complicated aid 
  +5
  Give dangerous aid 
  +10
  Reveal an important secret 
  +10 or more
  Give aid that could result in punishment 
  +15 or more
  Disable Device (page 94)
  Device 
  Time 
  Disable Device DC
  Simple (jam a lock) 
  1 round 
  10
  Tricky (sabotage a wagon) 
  1d4 rounds 
  15
  Difficult (disarm or reset a trap) 
  2d4 rounds 
  20
  Extreme (disarm a complex trap) 
  2d4 rounds 
  25
  Fly (page 96)
  Flying Maneuver 
  Fly DC
  Move less than half speed and remain flying 
  10
  Hover 
  15
  Turn greater than 45° by spending 5 ft. of movement 
  15 
  Turn 180° by spending 10 feet of movement 
  20
  Fly up at greater than 45° angle 
  20
  Heal (page 98)
  Task  
  Heal DC
  First aid 
  15
  Long-term care  
  15
  Treat wounds from caltrops, spike growth, or spike stones 
  15
  Treat deadly wounds 
  20
  Treat poison  
  Poison’s save DC
  Treat disease  
  Disease’s save DC
  Knowledge (page 99)
  Task  
  Knowledge DC
  Easy question 
  10
  Basic question 
  15
  Hard question 
  20+
  Identify aura’s using detect magic (Arcana) 
  15 + spell level
  Identify a spell effect that is in place (Arcana) 
  20 + spell level
  Identify underground hazard (Dungeoneering) 
  15 + hazard’s CR
  Identify dangerous construction (Engineering) 
  10
  Recognize regional terrain features (Geography) 
  15
  Know obscure or anicent event (History) 
  20
  Know local laws, rulers, and popular locations (Local) 
  10
  Identify a common plant or animal (Nature) 
  10
  Know proper etiquette (Nobility) 
  15
  Identify a creature’s planar origin (Planes) 
  20
  Recognize a common deity’s symol or clergy (Religion) 
  10
  Know a monster’s abilities or weaknesses (varies) 10 + monster’s CR
  Perception (page 102)
  Detail 
  Perception DC
  Hear the sound of battle 
  –10
  Detect the smell of smoke 
  0
  Hear the details of a conversation 
  0
  Notice a visible creature 
  0
  Hear the sound of a creature walking 
  10
  Hear the details of a whispered conversation 
  15
  Find the average concealed door 
  15
  Hear the sound of a key being turned in a lock 
  20
  Find the average secret door 
  20
  Sense a burrowing creature underneath you 
  25
  Notice a creature using Stealth 
  Opposed by Stealth
  Find a hidden trap 
  Varies by trap
  Identify the powers of a potion through taste 
  15 + the potion’s CL
  Perception Modifiers 
  DC Modifier
  Distance to the source, object, or creature 
  +1/10 feet
  Through a closed door 
  +5
  Through a wall 
  +10/ft. of wall
  Favorable conditions  
  –2
  Unfavorable conditions  
  +2
  Terrible conditions  
  +5
  Creature making the check is distracted 
  +5
  Creature making the check is asleep 
  +10
  Creature or object is invisible 
  +20
  1  Favorable and unfavorable conditions depend upon the sense being 
  used to make the check.
  2 As for unfavorable conditions, but more extreme.
  Ride (page 103)
  Task  
  Ride DC 
  Guide with knees  
  5
  Stay in saddle  
  5
  Fight with a combat-trained mount  
  10
  Cover  
  15
  Soft fall 
  15
  Leap  
  15
  Spur mount  
  15
  Control mount in battle 
  20
  Fast mount or dismount 
  20
  Spellcraft (page 106)
  Task  
  Spellcraft DC
  Identify a spell as it is being cast 
  15 + spell level
  Learn a spell from a spellbook or scroll 
  15 + spell level
  Prepare a spell from a borrowed spellbook 
  15 + spell level
  Identify magic item powers using detect magic 
  15 + item’s caster level
  Decipher a scroll 
  20 + spell level
  Survival (page 107)
  Track Creature’s Over Listed Surface 
  Survival DC
  Very soft ground  
  5
  Soft ground  
  10
  Firm ground  
  15
  Hard ground  
  20
  Tracking Modifiers 
  DC Modifier 
  Every three creatures in the group being tracked  
  –1
  Size of creature or creatures being tracked:  
   Fine  
  +8
   Diminutive  
  +4
   Tiny  
  +2
   Small  
  +1
   Medium  
  +0
   Large  
  –1
   Huge  
  –2
   Gargantuan  
  –4
   Colossal  
  –8
  Every 24 hours since the trail was made  
  +1
  Every hour of rain since the trail was made  
  +1
  Fresh snow since the trail was made  
  +10
  Poor visibility:  
   Overcast or moonless night  
  +6
   Moonlight  
  +3
   Fog or precipitation  
  +3
  Tracked party hides trail (and moves at half speed)  
  +5
  1 Apply only the largest modifier from this category.
  Swim (move at quarter speed, page 108)
  Water Condition 
  Swim DC
  Calm water 
  10
  Rough water  
  15
  Stormy water  
  20
  1 You can’t take 10 on a Swim check in stormy water, even if you aren’t 
  otherwise being threatened or distracted.
  Attack Roll Modifiers (page 195)
  Attacker is... 
  Melee 
  Ranged
  Dazzled 
  –1 
  –1
  Entangled 
  –2  
  –2
  Flanking defender 
  +2 
  —
  Invisible 
  +2  
  +2
  On higher ground 
  +1 
  +0
  Prone 
  –4 
  —
  Shaken or frightened 
  –2 
  –2
  Squeezing through a space 
  –4 
  –4
  1  An entangled character also takes a –4 penalty to Dex.
  2  The defender loses any Dex bonus to AC.
  3  Most ranged weapons can’t be used while the attacker is prone.
  Armor Class Modifiers (page 195)
  Defender is... 
  Melee 
  Ranged
  Behind cover 
  +4 
  +4
  Blinded 
  –2  
  –2
  Concealed or invisible 
  see page 196
  Cowering 
  –2  
  –2
  Entangled 
  +0  
  +0
  Flat-footed  
  +0  
  +0
  Grappling (but attacker is not) 
  +0  
  +0
  Helpless 
  –4  
  +0
  Kneeling or sitting 
  –2 
  +2
  Pinned 
  –4  
  +0
  Prone 
  –4 
  +4
  Squeezing through a space 
  –4 
  –4
  Stunned 
  –2  
  –2
  1  The defender loses any Dex bonus to AC.
  2  An entangled character takes a –4 penalty to Dex.
  3  The defender is flat-footed and cannot add his Dex bonus to AC.
  Combat Maneuvers (page 198)
  CMB = BAB + Str modifier + special size modifier
  CMD = BAB + Str modifier + Dex modifier + special size modifier +10
  Bull Rush Push target 5 ft., +5 ft. for every 5 by which check exceeds CMD
  Disarm Target drops 1 item or 2 items if check exceeds CMD by 10
  Grapple Both target and attacker gain grappled condition
  Overrun Move through target, knocked prone if check exceeds CMD by 5
  Sunder Deal damage to item held or worn by target
  Trip Knock target prone, attacker knocked prone if check fails by 10 or more
  Two-Weapon Fighting Penalties (page 202)
  Circumstances 
  Primary Hand Off Hand
  Normal penalties 
  –6 
  –10
  Off-hand weapon is light 
  –4 
  –8
  Two-Weapon Fighting feat 
  –4 
  –4
  Off-hand weapon is light and 
  –2 
  –2
  Two-Weapon Fighting feat
  Concentration Checks (page 206)
  Situation 
  Concentration DC
  Cast defensively 
  15 + double spell level
  Injured while casting 
  10 + damage dealt + spell level
  Continuous damage while casting 
  10 + 1/2 damage dealt + spell level
  Affected by a non-damaging spell 
  DC of the spell + spell level
  Grappled or pinned while casting 
  10 + grappler’s CMB
  Vigorous motion while casting 
  10 + spell level
  Violent motion while casting 
  15 + spell level
  Extremely violent motion while casting 
  20 + spell level
  Wind with rain or sleet while casting 
  5 + spell level
  Wind with hail and debris while casting 
  10 + spell level
  Weather caused by spell 
  see spell
  Entangled while casting 
  15 + spell level
  Armor and Weapon Hardness and Hit Points (page 173)
  Weapon or Shield 
  Hardness  Hit Points
  Light blade 
  10 
  2
  One-handed blade 
  10 
  5
  Two-handed blade 
  10 
  10
  Light metal-hafted weapon 
  10 
  10
  One-handed metal-hafted weapon 
  10 
  20
  Light hafted weapon 
  5 
  2
  One-handed hafted weapon 
  5 
  5
  Two-handed hafted weapon 
  5 
  10
  Projectile weapon 
  5 
  5
  Armor  
  special  armor bonus × 5
  Buckler 
  10 
  5
  Light wooden shield 
  5 
  7
  Heavy wooden shield 
  5 
  15
  Light steel shield 
  10 
  10
  Heavy steel shield 
  10 
  20
  Tower shield 
  5 
  20
  1 Add +2 for each +1 enhancement bonus of magic items.
  2  Divide by 2 for each size category smaller than Medium, or multiply it by 
  2 for each size category larger than Medium.
  3 Add 10 hp for each +1 enhancement bonus of magic items.
  4  Varies by material.
  Substance Hardness and Hit Points (page 173)
  Substance 
  Hardness 
  Hit Points
  Glass 
  1 
  1/in. of thickness
  Paper or cloth 
  0 
  2/in. of thickness
  Rope 
  0 
  2/in. of thickness
  Ice 
  0 
  3/in. of thickness
  Leather or hide 
  2 
  5/in. of thickness
  Wood 
  5 
  10/in. of thickness
  Stone 
  8 
  15/in. of thickness
  Iron or steel 
  10 
  30/in. of thickness
  Mithral 
  15 
  30/in. of thickness
  Adamantine 
  20 
  40/in. of thickness
  Common Object Hardness and Hit Points (page 173)
  Object 
  Hardness 
  Hit Points 
  Break DC
  Rope (1 in. diameter) 
  0 
  2 
  23
  Simple wooden door 
  5 
  10 
  13
  Small chest 
  5 
  1 
  17
  Good wooden door 
  5 
  15 
  18
  Treasure chest 
  5 
  15 
  23
  Strong wooden door 
  5 
  20 
  23
  Wooden portcullis 
  5 
  30 
  25
  Stone door 
  8 
  60 
  28
  Masonry wall (1 ft. thick) 
  8 
  90 
  35
  Hewn stone (3 ft. thick) 
  8 
  540 
  50
  Chain 
  10 
  5 
  26
  Manacles 
  10 
  10 
  26
  Masterwork manacles 
  10 
  10 
  28
  Iron portcullis 
  10 
  60 
  25
  Iron door (2 in. thick) 
  10 
  60 
  28
  1  DC to lift the portcullis, use the door entry to break.
  Experience Point Awards (page 399)
  CR 
  Total XP 
  1–3 PCs 
  4–5 PCs 
  6+ PCs
  1/8 
  50 
  15 
  15 
  10
  1/6 
  65 
  20 
  15 
  10
  1/4 
  100 
  35 
  25 
  15
  1/3 
  135 
  45 
  35 
  25
  1/2 
  200 
  65 
  50 
  35
  1  
  400 
  135 
  100 
  65
  2  
  600 
  200 
  150 
  100
  3  
  800 
  265 
  200 
  135
  4  
  1,200 
  400 
  300 
  200
  5  
  1,600 
  535 
  400 
  265
  6  
  2,400 
  800 
  600 
  400
  7  
  3,200 
  1,070 
  800 
  535
  8  
  4,800 
  1,600 
  1,200 
  800
  9  
  6,400 
  2,130 
  1,600 
  1,070
  10 
  9,600 
  3,200 
  2,400 
  1,600
  11  
  12,800 
  4,270 
  3,200 
  2,130
  12  
  19,200 
  6,400 
  4,800 
  3,200
  13  
  25,600 
  8,530 
  6,400 
  4,270
  14 
  38,400 
  12,800 
  9,600 
  6,400
  15  
  51,200 
  17,100 
  12,800 
  8,530
  16  
  76,800 
  25,600 
  19,200 
  12,800
  17  
  102,400 
  34,100 
  25,600 
  17,100
  18 
  153,600 
  51,200 
  38,400 
  25,600
  19  
  204,800 
  68,300 
  51,200 
  34,100
  20 
  307,200 
  102,000 
  76,800 
  51,200
  21  
  409,600 
  137,000 
  102,400 
  68,300
  22 
  614,400 
  205,000 
  153,600 
  102,400
  23  
  819,200 
  273,000 
  204,800 
  137,000
  24 
  1,228,800 
  410,000 
  307,200 
  204,800
  25  
  1,638,400 
  546,000 
  409,600 
  273,000
  Treasure Values per Encounter (page 399)
  Average Level 
  Slow 
  Medium 
  Fast
  1  
  170 gp 
  260 gp 
  400 gp
  2  
  350 gp 
  550 gp 
  800 gp
  3  
  550 gp 
  800 gp 
  1,200 gp
  4  
  750 gp 
  1,150 gp 
  1,700 gp
  5  
  1,000 gp 
  1,550 gp 
  2,300 gp
  6  
  1,350 gp 
  2,000 gp 
  3,000 gp
  7  
  1,750 gp 
  2,600 gp 
  3,900 gp
  8  
  2,200 gp 
  3,350 gp 
  5,000 gp
  9  
  2,850 gp 
  4,250 gp 
  6,400 gp
  10 
  3,650 gp 
  5,450 gp 
  8,200 gp
  11  
  4,650 gp 
  7,000 gp 
  10,500 gp
  12  
  6,000 gp 
  9,000 gp 
  13,500 gp
  13  
  7,750 gp 
  11,600 gp 
  17,500 gp
  14 
  10,000 gp 
  15,000 gp 
  22,000 gp
  15  
  13,000 gp 
  19,500 gp 
  29,000 gp
  16  
  16,500 gp 
  25,000 gp 
  38,000 gp
  17  
  22,000 gp 
  32,000 gp 
  48,000 gp
  18 
  28,000 gp 
  41,000 gp 
  62,000 gp
  19  
  35,000 gp 
  53,000 gp 
  79,000 gp
  20 
  44,000 gp 
  67,000 gp 
  100,000 gp
  Wind Effects on Flight (page 96)
  Wind Force 
  Wind Speed 
  Checked Size 
  Blown Away Size 
  Fly Penalty
  Light 
  0–10 mph 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  — 
  — 
  —
  Strong 
  21–30 mph 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Large 
  Medium 
  –12
  Tornado 
  175+ mph 
  Huge 
  Large 
  –16
  Common Conditions (page 565)
  Blinded: Creature takes a –2 p enalty to AC, loses Dex bonus 
  to AC, and takes a –4 penalty on most Str- and Dex-based skill 
  checks and on opposed Perception skill checks. All opponents are 
  considered to have total concealment (50% miss chance) against 
  the blinded c haracter. Creatures must make a DC 10 Acrobatics 
  skill check to move faster than half speed or fall prone. 
  Broken: Weapons suffer a –2 penalty on attack and damage rolls 
  and only score a critical hit on a natural 20 and only deal ×2 dam-
  age. Armor and shields grant half AC bonus and double armor 
  check penalty. Broken wands or staves use twice as many chages.
  Confused: 01–25: Act normally, 26–50: Babble for one round,  
  51–75: Deal 1d8 + Str damage to self, 76–100: Attack nearest creature. 
  Entangled: No movement if bonds are anchored, otherwise move 
  at half speed. Creature takes a –2 penalty on all attack rolls and a –4 
  penalty to Dex. Must make concentration check to cast spells.
  Exhausted: Creature moves at half speed. –6 penalty to Str and 
  Dex. Rest 1 hour to become fatigued.
  Fatigued: Creature cannot run or charge. –2 penalty to Str and 
  Dex. Rest 8 hours to remove.
  Frightened: As shaken, except creature must flee from source. 
  Grappled: Creature cannot move or take action that requires 2 
  hands. –4 penalty to Dex. –2 penalty to attacks and combat maneu-
  vers (except checks made to escape). Must make concentration check 
  to cast spells. Cannot take attacks of opportunity.
  Nauseated: Creature can only take a move action and cannot at-
  tack, cast spells, or concentrate.
  Panicked: As Frightened, except creature drops held items.
  Paralyzed: Creature’s Str and Dex reduced to 0. Fliers using 
  wings fall. Creature is helpless.
  Pinned: As grappled, except creature is flat-footed, takes a –4 
  penalty to AC, and can only take verbal or mental actions (except 
  checks made to escape).
  Shaken: Creature takes a –2 penalty on attack rolls, saving throws, 
  skill checks, and ability checks. 
  Sickened: Creature takes a –2 penalty on all attack rolls, weapon 
  damage rolls, saving throws, skill checks, and ability checks.
  Staggered: Creature can only take a move action or standard 
  action (plus swift and immediate).
  Stunned: Creature cannot take actions, drops everything held, 
  takes a –2 penalty to AC, and loses its Dex bonus to AC (if any).
  ©2009, Paizo Publishing, LLC.
  paizo.com/pathfinder
  Printed in China. PZO1113
  ®
  
SOURCE: textdata/thevault/Pathfinder/DMs Screen.pdf