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  GM SCREEN
  GM SCREEN
  Accelerate your Game!
  Keep crucial rules on hand, and protect your notes and die rolls from player eyes 
  with the Pathfinder GM Screen! This beautiful four-panel, landscape-style screen 
  features stunning artwork from Ekaterina Burmak on the players’ side, and a huge 
  number of charts and tables on the GM’s side to speed up play and reduce time spent 
  leafing through rulebooks in search of key modifiers or results.
  The Pathfinder GM Screen gives you the tools you need to keep the game fast and 
  fun: conditions, death and dying rules, tables for setting DCs, creature elite and 
  weak adjustments, summaries of actions, and more. Constructed of ultra-high-grade 
  hardcover book stock, this durable screen is perfect for travel, convention play, and 
  repeated regular use.
  Illustration by Ekaterina Burmak
  By Logan Bonner
  Second Edition
  OBSERVED A creature you’re observed by knows where you are 
  and can target you normally.
  CONCEALED A creature that you’re concealed from must succeed 
  at a DC 5 f at check when targeting you with a non-area effect.
  HIDDEN A creature you’re hidden from knows the space you’re 
  in. It is f at-footed to you, and must succeed at a DC 11 f at 
  check to affect you. You can Hide to become hidden, and Seek 
  to f nd hidden creatures.
  UNDETECTED When you are undetected by a creature, it’s f at-
  footed to you, can’t see you, has no idea what space you 
  occupy, and can’t 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 f at check and attack roll 
  are rolled in secret by the GM.
  UNNOTICED
  A 
  creature 
  you’re 
  unnoticed 
  by is totally unaware of your presence.
  INVISIBLE You’re undetected by everyone. 
  You can’t become observed while invisible 
  except via special abilities or magic.
  Detecting Creatures  
  CORE 465
  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 
  you’re hit or fail a save, succeed at a Ref ex save or  fall.
  UNEVEN GROUND Flat-footed and might need to Balance or fall prone. 
  When you’re hit or fail a save, succeed at a Ref ex save or fall.
  INCLINE You need to Climb to ascend an incline. You’re f at-footed 
  while Climbing.
  E Exploration action, D Downtime action
  ACROBATICS (Dex, Core 240) Balance �
             , Tumble Through �
             
  Trained Maneuver in Flight �
             , Squeeze E
  ARCANA (Int, Core 241) Recall Knowledge �
              (Core 238)
  Trained Borrow an Arcane Spell E, Decipher Writing E (Core 
  234), Identify Magic E (Core 236), Learn a Spell E (Core 238)
  ATHLETICS (Str, Core 241) Climb �
             , Force Open �
             , Grapple �
             , 
  High Jump �
              , Long Jump �
              , Shove �
             , Swim �
             , Trip �
             
  Trained Disarm �
             
  CRAFTING (Int, Core 243) Recall Knowledge �
              (Core 238), 
  Repair E
  Trained Craft D, Earn Income D (Core 236), Identify Alchemy E
  DECEPTION (Cha, Core 244) Create a Diversion �
             , Impersonate E, Lie 
  Trained Feint �
             
  DIPLOMACY (Cha, Core 246) Gather Information E, Make an 
  Impression E, Request �
             
  INTIMIDATION (Cha, Core 247) Coerce E, Demoralize �
             
  LORE (Int, Core 247) Recall Knowledge �
              (Core 238)
  Trained Earn Income D (Core 236)
  MEDICINE (Wis, Core 248) Administer First Aid �
              , Recall 
  Knowledge �
              (Core 238)
  Trained Treat Disease D, Treat Poison �
             , Treat Wounds E
  NATURE (Wis, Core 249) Command an Animal �
             , Recall 
  Knowledge �
              (Core 238)
  Trained Identify Magic E (Core 236), Learn a Spell E (Core 238) 
  OCCULTISM (Int, Core 249) Recall Knowledge �
             
  (Core 238)
  Trained Decipher Writing E (Core 234), Identify 
  Magic E (Core 236), Learn a Spell E (Core 238)
  PERFORMANCE (Cha, Core 250) Perform �
             
  Trained Earn Income D (Core 236)
  RELIGION (Wis, Core 250) Recall Knowledge �
             
  (Core 238)
  Trained Decipher Writing E (Core 234), Identify 
  Magic E (Core 236), Learn a Spell E (Core 238)
  SOCIETY (Int, Core 250) Recall Knowledge �
              (Core 
  238), Subsist D (Core 240)
  Trained Create Forgery D, Decipher Writing E
  (Core 234)
  STEALTH (Dex, Core 251) Conceal an Object �
             , 
  Hide �
             , Sneak �
             
  SURVIVAL
  (Wis, Core 252) Sense Direction  E, 
  Subsist  D (Core 240)
  Trained Cover Tracks  E, Track  E
  THIEVERY (Dex, Core 253) Palm an Object �
             , Steal �
             
  Trained Disable a Device �
              , Pick a Lock �
              
  Draw a line from the center of the attacker’s space or burst to the 
  center of the target’s space.
  LESSER COVER +1 circumstance bonus to AC if line passes through 
  creatures but no objects. 
  COVER +2 circumstance bonus to AC, Ref ex 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.
  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. Don’t gain or increase your wounded 
  value from losing the 
  dying condition in this 
  way, 
  but 
  if 
  you 
  already 
  had 
  that 
  condition you don’t 
  lose it or decrease it. 
  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 �
             (move) Move 5 feet while prone.
  Delay �
              Select this when your turn begins; take your turn later.
  Drop Prone �
             (move) Fall prone.
  Escape �
             (attack) Attempt to get free when grappled, restrained, or 
  immobilized. Use unarmed attack modif er, Acrobatics, or Athletics.
  Interact �
             (manipulate) Grab an object, open a door, draw an 
  item, or do a similar action.
  Leap �
             (move) Jump horizontally 10 feet (15 feet if your Speed 
  is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
  Ready �
              (concentrate) Prepare to take a single action or free 
  action as a reaction with a trigger you designate.
  Release �
              (manipulate) Release something you’re holding without 
  triggering reactions.
  Seek �
             (concentrate, secret) Scan an area for signs of creatures or 
  objects using Perception.
  Sense Motive �
             (concentrate, secret) See if a creature is lying. 
  Stand �
             (move) You stand up from prone. 
  Step �
             (move) Move 5 feet without triggering reactions.
  Stride �
             (move) Move up to your Speed.
  Strike �
             (attack) Attack with a weapon or unarmed attack.
  Take Cover �
             Gain cover, or get greater cover if you have cover.
  Basic Actions  
  CORE 469
  You can’t wake up from unconsciousness while you have 0 Hit 
  Points. If you’re unconscious and have 1 or more Hit Points, you 
  wake up in one of f ve ways.
  • You take damage, provided the damage doesn’t 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 there’s loud noise, at the start of your turn attempt a Perception 
  check against the noise’s 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 night’s sleep or something disrupted that restful sleep.
  Unconscious  
  CORE 459
  Terrain  
  CORE 475
  Skill Actions  
  CORE 233
  Exploration 
  Activities 
  CORE 479
  Cover 
   CORE 477
  Hero Points 
  CORE 467, 507
  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 doesn’t 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 
  enemy’s critical success or your critical failure).
  RECOVERY CHECKS At the start of your turn when you’re dying, 
  attempt a f at 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 you’re 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 night’s rest.
  Death and Dying  
  CORE 459
  [[Arrest a Fall �
           ] Use Acrobatics to slow your fall while f ying.
  Avert Gaze �
             Get a +2 circumstance bonus against visual abilities.
  Burrow �
             (move) Move up to your burrow Speed.
  Fly �
             (move) Move up to your f y Speed. Moving upward counts 
  as traveling through diff cult terrain. You can move straight down 
  10 feet for every 5 feet of movement you spend. If you’re airborne 
  at the end of your turn and didn’t Fly this round, you fall.
  Grab Edge [�
           ] (manipulate) Try to catch something to stop a fall.
  Mount �
             (move) Get on an allied animal bigger than you to ride it.
  Point Out �
             (auditory, manipulate, visual) Reveal unobserved creature.
  Raise a Shield �
             Put up a shield to get its bonus to AC.
  Specialty Basic Actions  CORE 472
  BLINDED You can’t see. All normal terrain is diff cult terrain. You 
  can’t detect anything using vision. Automatically critically fail 
  Perception checks that require you to see; if vision is your only 
  precise sense, you take a –4 status penalty to Perception checks. 
  You are immune to visual effects. Blinded overrides dazzled.
  BROKEN A broken object can’t be used, nor does it grant bonuses. 
  Broken armor grants its item bonus to AC, but gives a status 
  penalty to AC (–1 light, –2 medium,–3 heavy). An effect that makes 
  an item broken reduces the item’s HP to its Broken Threshold.
  CLUMSY Take a status penalty equal to your clumsy value on 
  Dexterity-based checks and DCs, including AC, Ref ex saves, ranged 
  attacks, and skill checks using Acrobatics, Stealth, and Thievery.
  CONFUSED You are f at-footed, don’t treat anyone as your ally, and 
  can’t Delay, Ready, or use reactions. Use all your actions to Strike or 
  cast offensive cantrips. The GM determines targets randomly. If you 
  have no other option, target yourself, automatically hitting. If it’s 
  impossible for you to attack or cast spells, you babble incoherently, 
  wasting your actions. Each time you take damage from an attack or 
  spell, attempt a DC 11 f at check to end the condition.
  CONTROLLED Your controller dictates how you act.
  DAZZLED All creatures and objects are concealed from you.
  DEAFENED Automatically critically fail Perception checks that 
  require hearing. Take a –2 status penalty to Perception checks 
  for initiative and checks that involve sound but also rely on other 
  senses. If you perform an action that has the auditory trait, you 
  must succeed at a DC 5 f at check or the action is lost. You are 
  immune to auditory effects.
  DRAINED Take a status penalty equal to your drained value on 
  Constitution-based checks, such as Fortitude saves. Lose Hit Points 
  equal to your level times the drained value, and your maximum 
  Hit Points are reduced by the same amount. When you regain Hit 
  Points by resting for 8 hours, your drained value is reduced by 1, 
  but you don’t immediately recover the lost Hit Points.
  ENCUMBERED You’re clumsy 1 and take a –10-foot penalty to all 
  your Speeds.
  ENFEEBLED Take a status penalty equal to your enfeebled value to 
  Strength-based rolls and DCs, including Strength-based melee 
  attack rolls, Strength-based damage rolls, and Athletics checks.
  FASCINATED Take a –2 status penalty to Perception and skill checks, 
  and you can’t use actions with the concentrate trait unless they are 
  related to the subject of your fascination. This condition ends if 
  a creature takes hostile actions toward you or any of your allies.
  FATIGUED Take a –1 status penalty to AC and saving throws. During 
  exploration, you can’t choose an exploration activity. Recover 
  from fatigue after a full night’s rest.
  FLAT-FOOTED Take a –2 circumstance penalty to AC.
  FLEEING On your turn, spend each action trying to escape the 
  Conditions 
   CORE 618
  Icon Key
  �
             Single Action 
  �
              Two-Action Activity 
  �
                ] Three-Action Activity
  �
              Free Action
      [�
           ] Reaction
  source of the condition as expediently as possible. You can’t Delay 
  or Ready.
  FRIGHTENED Take a status penalty equal to the value to all checks 
  and DCs. At the end of each of your turns, the value decreases 
  by 1.
  GRABBED You’re immobilized and f at-footed. If you attempt a 
  manipulate action, you must succeed at a DC 5 f at check or it 
  is lost.
  IMMOBILIZED You can’t take any action with the move trait. If you’re 
  immobilized by something holding you in place and an external 
  force would move you, the force must succeed at a check against 
  the DC of the effect holding you in place you or the relevant defense 
  (usually Fortitude DC) of the creature holding you in place.
  PARALYZED You’re f at-footed and can’t take actions except Recall 
  Knowledge and others that require only your mind. You can’t Seek.
  PERSISTENT DAMAGE Instead of taking persistent damage immediately, 
  take it at the end of each of your turns, rolling any damage dice 
  each time. After you take persistent damage, roll a DC 15 f at 
  check to see if you recover. If you 
  succeed, the condition ends. 
  You or an ally can help you recover, 
  allowing an additional f at check. 
  This usually takes 2 actions, and must 
  be something that would reasonably help 
  against the source of the damage. The GM 
  can reduce the DC to 10, have the damage end 
  automatically, or change the number of actions.
  PETRIFIED You can’t act, nor can you sense anything. 
  You’re an object with double your normal Bulk 
  (typically 12 if Medium or 6 if Small), AC 9, 
  Hardness 8, and the same current HP you had 
  when alive.
  PRONE You’re f at-footed with a 
  –2 circumstance penalty to 
  attack rolls. The only 
  move actions you can 
  take are Crawl and 
  Stand. Standing ends the prone 
  condition. You 
  can Take 
  Cover while prone, gaining 
  greater 
  cover 
  against 
  ranged 
  attacks 
  (but 
  remain f at-footed).
  QUICKENED You gain 1 
  additional action at 
  the start of your 
  turn each round. 
  Many effects that 
  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 you’re dying; 
  regain your 3 actions and 1 reaction.
  1
  ACT Use your actions.
  2
  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”.
  3
  Falling Damage  
  CORE 463
  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). 
  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 
  f rst 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.
  Simple DCs  
  CORE 503
  Rank  
  DC
  Untrained 
  10
  Trained 
  15
  Expert 
  20
  Master 
  30
  Legendary 
  40
  Environmental Damage  CORE 512
  Category 
  Damage
  Minor  
  1d6–2d6
  Moderate 
  4d6–6d6
  Major  
  8d6–12d6
  Massive 
  18d6–24d6
  XP Awards  
  CORE 508
  Accomplishment 
  XP Award
  Minor 
  10 XP
  Moderate* 
  30 XP
  Major* 
  80 XP
  * Typically awards a Hero Point as well.
  DCs by Level  
  CORE 503
  Level  
  Spell Level 
  DC
  0 
   
  — 
  14
  1 
   
  1st 
  15
  2 
   
  — 
  16
  3 
   
  2nd 
  18
  4 
   
  — 
  19
  5 
   
  3rd 
  20
  6 
   
  — 
  22
  7 
   
  4th 
  23
  8 
   
  — 
  24
  9 
   
  5th 
  26
  10 
   
  — 
  27
  11 
   
  6th 
  28
  12 
   
  — 
  30
  13 
   
  7th 
  31
  14 
   
  — 
  32
  15 
   
  8th 
  34
  16 
   
  — 
  35
  17 
   
  9th 
  36
  18 
   
  — 
  38
  19 
   
  10th 
  39
  20 
   
  — 
  40
  21 
   
  — 
  42
  22 
   
  — 
  44
  23 
   
  — 
  46
  24 
   
  — 
  48
  25 
   
  — 
  50
  Structures  
  CORE 515
  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  
  CORE 515
  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 it’s higher.  
  Travel Speed  
  CORE 479
  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
  Treat Wounds  
  CORE 249
  Prof ciency  
  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.
  Adversary or 
  XP for 
  XP for Creature
  Hazard Level 
  Simple Hazard 
  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  
  CORE 489
  Dif  culty 
  XP Budget 
  Character Adjustment
  Trivial  
  40 or less 
  10 or less
  Low  
  60 
  15
  Moderate 
  80 
  20
  Severe 
  120 
  30
  Extreme 
  160 
  40
  Starting Level 
  HP Increase
  1 or lower 
  10
  2–4 
   
  15
  5–19  
  20
  20+ 
   
  30
  Elite Adjustment  
  BESTIARY 6
  • 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:
  Weak Adjustment  
  BESTIARY 6
  Starting Level 
  HP Increase
  1–2 
   
  10
  3–5 
   
  15
  6–20  
  20
  21+ 
   
  30
  • 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:
  DC Adjustments  
  CORE 504
  Dif  culty 
  Adjustment
  Incredibly easy 
  –10
  Very easy 
  –5
  Easy  
  –2
  Hard (uncommon) 
  +2
  Very hard (rare) 
  +5
  Incredibly hard (unique) 
  +10
  CRAFT Use a DC of the item’s level, adjusted for rarity.
  EARN INCOME TASKS The task level is typically the settlement’s 
  level, and its DC uses the task level. Typical levels: village 0–1, 
  town 2–4, city 5–7.
  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 item’s 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.
  Speciﬁ c Skill DCs  
  CORE 504
  Creature 
  Identiﬁ cation  CORE 506
  Use the creature’s level, adjusted for rarity and 
  fame. Success recalls a well-known attribute; 
  critical success adds something more subtle.
  Creature Trait 
  Skills
  Aberration 
  Occultism 
  Animal 
  Nature 
  Astral 
  Occultism
  Beast 
  Arcana, Nature
  Celestial 
  Religion 
  Construct 
  Arcana, Crafting
  Dragon 
  Arcana 
  Elemental 
  Arcana, Nature 
  Ethereal 
  Occultism
  Fey 
  Nature
  Fiend 
  Religion
  Fungus 
  Nature
  Humanoid 
  Society
  Monitor 
  Religion
  Ooze 
  Occultism
  Plant 
  Nature
  Spirit 
  Occultism
  Undead 
  Religion
  make you quickened specify the types of additional actions you 
  can use. Because quickened has its effect at the start of your turn, 
  you don’t gain actions immediately if you become quickened 
  during your turn.
  RESTRAINED You’re tied up and can barely move, or a creature 
  has you pinned. You are immobilized and f at-footed, and you 
  can’t use any actions with the attack or manipulate traits except 
  to attempt to Escape or Force Open your bonds. Restrained 
  overrides grabbed.
  SICKENED Take a status penalty equal to the value on all checks and 
  DCs. You can’t willingly ingest anything. You can spend an action 
  retching to attempt a Fortitude save against the DC of the sickening 
  effect. On a success, reduce the value by 1 (2 on a critical success).
  SLOWED When you regain your actions at the start of your turn, 
  reduce the number of actions by your slowed value. You don’t lose 
  actions immediately if slowed during your turn.
  STUNNED You can’t act. A stunned value indicates how many 
  total actions you lose. Each time you regain actions, reduce 
  the number by your stunned value, then reduce your 
  stunned value by the number of actions lost. If stunned 
  has a duration, lose 
  all your actions for 
  the listed duration. 
  Stunned overrides 
  slowed. 
  Actions 
  lost to stunned count 
  toward those lost to slowed.
  STUPEFIED 
  Take a status 
  penalty equal to the value 
  to checks and DCs based on Intelligence, 
  Wisdom, or Charisma, including Will 
  saves, spell attack rolls and 
  DCs, and appropriate skill 
  checks. If you Cast a Spell, 
  it’s disrupted unless you 
  succeed at a f at check 
  (DC 5 + value).
  Icon Key
  �
             
  �
              Two-Action Activity 
  �
                ] Three-Action Activity
  immobilized by something holding you in place and an external 
  force would move you, the force must succeed at a check against 
  the DC of the effect holding you in place you or the relevant defense 
  (usually Fortitude DC) of the creature holding you in place.
  (usually Fortitude DC) of the creature holding you in place.
  You’re f at-footed and can’t take actions except Recall 
  Knowledge and others that require only your mind. You can’t Seek.
  Knowledge and others that require only your mind. You can’t Seek.
  PERSISTENT DAMAGE Instead of taking persistent damage immediately, 
  take it at the end of each of your turns, rolling any damage dice 
  each time. After you take persistent damage, roll a DC 15 f at 
  check to see if you recover. If you 
  succeed, the condition ends. 
  You or an ally can help you recover, 
  allowing an additional f at check. 
  This usually takes 2 actions, and must 
  be something that would reasonably help 
  against the source of the damage. The GM 
  can reduce the DC to 10, have the damage end 
  automatically, or change the number of actions.
  automatically, or change the number of actions.
  You can’t act, nor can you sense anything. 
  You’re an object with double your normal Bulk 
  (typically 12 if Medium or 6 if Small), AC 9, 
  Hardness 8, and the same current HP you had 
  You’re f at-footed with a 
  –2 circumstance penalty to 
  attack rolls. The only 
  move actions you can 
  take are Crawl and 
  Stand. Standing ends the prone 
  condition. You 
  can Take 
  Cover while prone, gaining 
  greater 
  cover 
  against 
  ranged 
  attacks 
  (but 
  remain f at-footed).
  You gain 1 
  additional action at 
  the start of your 
  turn each round. 
  Many effects that 
  Many effects that 
  SICKENED Take a status penalty equal to the value on all checks and 
  DCs. You can’t willingly ingest anything. You can spend an action 
  retching to attempt a Fortitude save against the DC of the sickening 
  effect. On a success, reduce the value by 1 (2 on a critical success).
  effect. On a success, reduce the value by 1 (2 on a critical success).
  SLOWED When you regain your actions at the start of your turn, 
  reduce the number of actions by your slowed value. You don’t lose 
  actions immediately if slowed during your turn.
  actions immediately if slowed during your turn.
  STUNNED You can’t act. A stunned value indicates how many 
  total actions you lose. Each time you regain actions, reduce 
  the number by your stunned value, then reduce your 
  stunned value by the number of actions lost. If stunned 
  has a duration, lose 
  all your actions for 
  the listed duration. 
  Stunned overrides 
  slowed. 
  Actions 
  lost to stunned count 
  toward those lost to slowed.
  STUPEFIED 
  penalty equal to the value 
  to checks and DCs based on Intelligence, 
  Wisdom, or Charisma, including Will 
  saves, spell attack rolls and 
  DCs, and appropriate skill 
  checks. If you Cast a Spell, 
  it’s disrupted unless you 
  succeed at a f at check 
  (DC 5 + value).
  Knowledge �
              
  Trained Treat Disease 
  NATURE (Wis, Core 249) Command an Animal 
  Knowledge �
              
  Trained Identify Magic 
   Identify Magic 
  OCCULTISM
  (Core 238)
  Trained
  Magic 
  Magic 
  PERFORMANCE
  Trained
  RELIGION
  (Core 238)
  Trained
  Magic 
  Magic 
  SOCIETY
  238), Subsist 
  Trained
  (Core 234)
  STEALTH
  Hide 
  SURVIVAL
  Subsist  
  Trained
  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 
  SPEND 1 HERO POINT to reroll a check and use the second result. This 
  SPEND 1 HERO POINT
  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. Don’t gain or increase your wounded 
  value from losing the 
  dying condition in this 
  way, 
  but 
  if 
  you 
  already 
  had 
  that 
  condition you don’t 
  lose it or decrease it. 
  Hero Points 
  CORE 467, 507
  targeting a hidden creature, but the f at check and attack roll 
  are rolled in secret by the GM.
  are rolled in secret by the GM.
  A 
  creature 
  you’re 
  unnoticed 
  by is totally unaware of your presence.
  by is totally unaware of your presence.
  You’re undetected by everyone. 
  You can’t become observed while invisible 
  except via special abilities or magic.
  except via special abilities or magic.
  Exploration 
  Activities 
  You must move at half speed to 
  use any of these activities. 
  Use 
  Stealth 
  to 
  avoid 
  Raise 
  a 
  Shield before your 
  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 it’s higher.  
  Travel Speed  
  2 
   
  — 
  16
  3 
   
  2nd 
  18
  4 
   
  — 
  19
  5 
   
  3rd 
  20
  6 
   
  — 
  22
  7 
   
  4th 
  23
  8 
   
  — 
  24
  9 
   
  5th 
  26
  10 
   
  — 
  27
  11 
   
  6th 
  28
  12 
   
  — 
  30
  13 
   
  7th 
  31
  14 
   
  — 
  32
  15 
   
  8th 
  34
  16 
   
  — 
  35
  17 
   
  9th 
  36
  18 
   
  — 
  38
  19 
   
  10th 
  39
  20 
   
  — 
  40
  21 
   
  — 
  42
  22 
   
  — 
  44
  23 
   
  — 
  46
  24 
   
  — 
  48
  25 
   
  — 
  50
  DC Adjustments  
  Dif  culty 
  Adjustment
  Incredibly easy 
  –10
  Very easy 
  –5
  Easy  
  –2
  Hard (uncommon) 
  +2
  Very hard (rare) 
  +5
  Incredibly hard (unique) 
  +10
  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.
  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.
  or legendary in weird/surreal environments.
  SOCIAL SKILLS Use Will DC if known; if not, 
  improvise a level.
  improvise a level.
  TRACK Select a simple DC, or a Survival DC if the 
  quarry Covers Tracks.
  quarry Covers Tracks.
  Creature 
  Identiﬁ cation  
  Use the creature’s level, adjusted for rarity and 
  fame. Success recalls a well-known attribute; 
  critical success adds something more subtle.
  Creature Trait 
  Skills
  Aberration 
  Occultism 
  Animal 
  Nature 
  Astral 
  Occultism
  Beast 
  Arcana, Nature
  Celestial 
  Religion 
  Construct 
  Arcana, Crafting
  Dragon 
  Arcana 
  Elemental 
  Arcana, Nature 
  Ethereal 
  Occultism
  Fey 
  Nature
  Fiend 
  Religion
  Fungus 
  Nature
  Humanoid 
  Society
  Monitor 
  Religion
  Ooze 
  Occultism
  Plant 
  Nature
  Spirit 
  Occultism
  Undead 
  Religion
  PZO2201-GM Screen-Landscape.indd   1
  3/1/19   5:47 PM
  By Ekaterina Burmak
  PZO2201-GM Screen-Landscape.indd   2
  3/1/19   4:26 PM
  
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License, version 1.0a, Section 1 (e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, 
  etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have been previously designated as Open Game Content or are in the public domain are not included in this declaration).
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game License, version 1.0a, Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is © 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 Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder GM Screen (Second Edition) © 2019, Paizo Inc.; Author: Logan Bonner.
  
  Blinded You can’t see. All normal terrain is difficult terrain. You 
  can’t detect anything using vision. Automatically critically fail 
  Perception checks that require you to see; if vision is your only 
  precise sense, you take a –4 status penalty to Perception checks. 
  You are immune to visual effects. Blinded overrides dazzled.
  Broken A broken object can’t be used, nor does it grant bonuses. 
  Broken armor grants its item bonus to AC, but gives a status 
  penalty to AC (–1 light, –2 medium,–3 heavy). An effect that makes 
  an item broken reduces the item’s HP to its Broken Threshold.
  Clumsy Take a status penalty equal to your clumsy value 
  on Dexterity-based checks and DCs, including AC, Reflex 
  saves, ranged attacks, and skill checks using Acrobatics, 
  Stealth, and Thievery.
  Confused You are flat-footed, don’t treat anyone as your ally, and 
  can’t Delay, Ready, or use reactions. Use all your actions to Strike 
  or cast offensive cantrips. The GM determines targets randomly. 
  If you have no other option, target yourself, automatically 
  hitting. If it’s impossible for you to attack or cast spells, you 
  babble incoherently, wasting your actions. Each time you take 
  damage from an attack or spell, attempt a DC 11 flat check to 
  end the condition.
  Controlled Your controller dictates how you act.
  dazzled All creatures and objects are concealed from you.
  deafened Automatically critically fail Perception checks that 
  require hearing. Take a –2 status penalty to Perception checks 
  for initiative and checks that involve sound but also rely on 
  other senses. If you perform an action that has the auditory 
  trait, you must succeed at a DC 5 flat check or the action is lost. 
  You are immune to auditory effects.
  drained Take a status penalty equal to your drained value on 
  Constitution-based checks, such as Fortitude saves. Lose Hit Points 
  equal to your level times the drained value, and your maximum 
  Hit Points are reduced by the same amount. When you regain Hit 
  Points by resting for 8 hours, your drained value is reduced by 1, 
  but you don’t immediately recover the lost Hit Points.
  enCumBered You’re clumsy 1 and take a –10-foot penalty to all 
  your Speeds.
  enfeeBled Take a status penalty equal to your enfeebled value to 
  Strength-based rolls and DCs, including Strength-based melee 
  attack rolls, Strength-based damage rolls, and Athletics checks.
  fasCinated Take a –2 status penalty to Perception and skill 
  checks, and you can’t use actions with the concentrate trait 
  unless they are related to the subject of your fascination. This 
  condition ends if a creature takes hostile actions toward you or 
  any of your allies.
  Conditions 
   Core 618
  fatigued Take a –1 status penalty to AC and saving throws. 
  During exploration, you can’t choose an exploration activity. 
  Recover from fatigue after a full night’s rest.
  flat-footed Take a –2 circumstance penalty to AC.
  fleeing On your turn, spend each action trying to escape the 
  source of the condition as expediently as possible. You can’t 
  Delay or Ready.
  frightened Take a status penalty equal to the value to all checks 
  and DCs. At the end of each of your turns, the value decreases 
  by 1.
  graBBed You’re immobilized and flat-footed. If you attempt a 
  manipulate action, you must succeed at a DC 5 flat check or it 
  is lost.
  immoBilized You can’t take any action with the move trait. If you’re 
  immobilized by something holding you in place and an external 
  force would move you, the force must succeed at a check against 
  the DC of the effect holding you in place you or the relevant 
  defense (usually Fortitude DC) of the creature holding you in 
  place.
  Paralyzed You’re flat-footed and can’t take actions except Recall 
  Knowledge and others that require only your mind. You can’t 
  Seek.
  Persistent damage Instead of taking persistent damage 
  immediately, take it at the end of each of 
  your turns, rolling any damage dice each 
  time. After you take persistent damage, roll 
  a DC 15 flat check to see if you recover. If 
  you succeed, the condition ends. 
  You or an ally can help you recover, allowing an 
  additional flat check. This usually takes 2 actions, and 
  must be something that would reasonably help against 
  the source of the damage. The GM can reduce the DC 
  to 10, have the damage end automatically, or change 
  the number of actions.
  Petrified You can’t act, nor can you sense 
  anything. You’re an object with double 
  your normal Bulk (typically 12 
  if Medium or 6 if Small), AC 9, 
  Hardness 8, and the same current 
  HP you had when alive.
  Prone You’re flat-footed with a –2 
  circumstance penalty to attack 
  rolls. The only move actions 
  you can take are Crawl and 
  Stand. Standing ends the prone 
  condition. You can Take 
  Cover while prone, gaining 
  greater cover against ranged attacks (but remain flat-footed).
  QuiCkened You gain 1 additional action at the start of your turn 
  each round. Many effects that make you quickened specify the 
  types of additional actions you can use. Because quickened has its 
  effect at the start of your turn, you don’t gain actions immediately 
  if you become quickened during your turn.
  restrained You’re tied up and can barely move, or a creature 
  has you pinned. You are immobilized and flat-footed, and you 
  can’t use any actions with the attack or manipulate traits except 
  to attempt to Escape or Force Open your bonds. Restrained 
  overrides grabbed.
  siCkened Take a status penalty equal to the value on all checks 
  and DCs. You can’t willingly ingest anything. You can spend an 
  action retching to attempt a Fortitude save against the DC of 
  the sickening effect. On a success, reduce the value by 1 (2 on a 
  critical success).
  slowed When you regain your actions at the start of your turn, 
  reduce the number of actions by your slowed value. You don’t 
  lose actions immediately if slowed during your turn.
  stunned You can’t act. A stunned value indicates how many 
  total actions you lose. Each time you regain actions, reduce the 
  number by your stunned value, then reduce your stunned value 
  by the number of actions lost. If stunned has a duration, lose 
  all your actions for the listed duration. Stunned overrides 
  slowed. Actions lost to stunned count toward those 
  lost to slowed.
  stuPefied Take a status 
  penalty 
  equal 
  to 
  the value to checks 
  and DCs based on 
  Intelligence, 
  Wisdom, 
  or 
  Charisma, including Will saves, 
  spell attack rolls and DCs, and 
  appropriate skill checks. If you Cast a Spell, 
  it’s disrupted unless you succeed 
  at a flat check (DC = 5 + value).
  Icon Key
  � Single Action 
  � Two-Action Activity 
   �] Three-Action Activity
  � Free Action
      [�] Reaction
  © 2019, Paizo Inc.
  
  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 � (move) Move 5 feet while prone.
  Delay � Select this when your turn begins; take your turn later.
  Drop Prone � (move) Fall prone.
  Escape � (attack) Attempt to get free when grappled, 
  restrained, or immobilized. Use unarmed attack modifier, 
  Acrobatics, or Athletics.
  Interact � (manipulate) Grab an object, open a door, draw an 
  item, or do a similar action.
  Leap � (move) Jump horizontally 10 feet (15 feet if your Speed is 
  30 feet or more), or vertically 3 feet and horizontally 5 feet.
  Ready � (concentrate) Prepare to take a single action or free 
  action as a reaction with a trigger you designate.
  Release � (manipulate) Release something you’re holding 
  without triggering reactions.
  Seek � (concentrate, secret) Scan an area for signs of creatures or 
  objects using Perception.
  Sense Motive � (concentrate, secret) See if a creature is lying. 
  Stand � (move) You stand up from prone. 
  Step � (move) Move 5 feet without triggering reactions.
  Stride � (move) Move up to your Speed.
  Strike � (attack) Attack with a weapon or unarmed attack.
  Take Cover � Gain cover, or get greater cover if you have cover.
  Basic Actions  
  Core 469
  You can’t wake up from unconsciousness while you have 0 Hit 
  Points. If you’re unconscious and have 1 or more Hit Points, 
  you wake up in one of five ways.
  • You take damage, provided the damage doesn’t 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 there’s loud noise, at the start of your turn attempt a 
  Perception check against the noise’s 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 night’s sleep or something disrupted that restful sleep.
  Unconscious  
  Core 459
  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 
  you’re 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 you’re hit or fail a save, succeed at a Reflex save 
  or fall.
  inCline You need to Climb to ascend an incline. You’re flat-
  footed while Climbing.
  Terrain  
  Core 475
  Draw a line from the center of the attacker’s space or burst to 
  the center of the target’s 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.
  Cover 
   Core 477
  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. Don’t gain or increase your 
  wounded value from losing the dying condition in 
  this way, but if you already had that condition 
  you don’t lose it or 
  decrease it. 
  Hero Points 
  Core 467, 507
  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 doesn’t 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 
  enemy’s critical success or your critical failure).
  reCovery CheCks At the start of your turn when you’re 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 you’re 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 night’s rest.
  Death and Dying  
  Core 459
  [[Arrest a Fall �] Use Acrobatics to slow your fall while flying.
  [Avert Gaze �Get a +2 circumstance bonus against visual abilities.
  Burrow � (move) Move up to your burrow Speed.
  Fly � (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 you’re airborne 
  at the end of your turn and didn’t Fly this round, you fall.
  Grab an Edge [�] (manipulate) Try to catch something to stop 
  a fall.
  Mount � (move) Get on an allied animal bigger than you to 
  ride it.
  Point Out � (auditory, manipulate, visual) Reveal 
  unobserved creature.
  Raise a Shield � Put up a shield to get its bonus to AC.
  Specialty Basic Actions  
  Core 472
  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 you’re dying; 
  regain your 3 actions and 1 reaction.
  1
  aCt Use your actions.
  2
  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”.
  3
  Treat Wounds  
  Core 249
  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.
  
  e Exploration action, d Downtime action
  aCroBatiCs (Dex, Core 240) Balance �, Tumble Through �
  Trained Maneuver in Flight �, Squeeze E
  arCana (Int, Core 241) Recall Knowledge � (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 �, Force Open �, Grapple �, 
  High Jump �, Long Jump �, Shove �, Swim �, Trip �
  Trained Disarm �
  Crafting (Int, Core 243) Recall Knowledge � (Core 238), 
  Repair E
  Trained Craft D, Earn Income D (Core 236), Identify Alchemy E
  deCePtion (Cha, Core 245) Create a Diversion �, Impersonate E, 
  Lie 
  Trained Feint �
  diPlomaCy (Cha, Core 246) Gather Information E, Make an 
  Impression E, Request �
  intimidation (Cha, Core 247) Coerce E, Demoralize �
  lore (Int, Core 247) Recall Knowledge � (Core 238)
  Trained Earn Income D (Core 236)
  mediCine (Wis, Core 248) Administer First Aid �, Recall 
  Knowledge � (Core 238)
  Trained Treat Disease D, Treat Poison �, Treat Wounds E 
  nature (Wis, Core 249) Command an Animal �, Recall 
  Knowledge � (Core 238)
  Trained Identify Magic E (Core 238), Learn a Spell E (Core 238) 
  oCCultism (Int, Core 249) Recall Knowledge � (Core 238)
  Trained Decipher Writing E (Core 234), Identify Magic E (Core 
  238), Learn a Spell E (Core 238)
  PerformanCe (Cha, Core 250) Perform �
  Trained Earn Income D (Core 236)
  religion (Wis, Core 250) Recall Knowledge � (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 � (Core 238), 
  Subsist D (Core 240)
  Trained Create Forgery D, Decipher Writing E (Core 234)
  stealth (Dex, Core 251) Conceal an Object �, Hide �, 
  Sneak �
  survival (Wis, Core 252) Sense Direction  E, Subsist  D (Core 240)
  Trained Cover Tracks  E, Track  E
  thievery (Dex, Core 253) Palm an Object �, Steal �
  Trained Disable a Device �, Pick a Lock �
  Skill Actions  
  Core 233
  Simple DCs  
  Core 503
  Rank  
  DC
  Untrained 
  10
  Trained 
  15
  Expert 
  20
  Master 
  30
  Legendary 
  40
  DCs by Level  
  Core 503
   
  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  
  Core 504
  Difficulty 
  Adjustment
  Incredibly easy 
  –10
  Very easy 
  –5
  Easy  
  –2
  Hard (uncommon) 
  +2
  Very hard (rare) 
  +5
  Incredibly hard (unique) 
  +10
  Craft Use a DC of the item’s level, adjusted for rarity.
  earn inCome tasks The task level is typically the settlement’s 
  level, and its DC uses the task level. Typical levels: village 
  0–1, town 2–4, city 5–7.
  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 item’s 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.
  Specific Skill DCs  
  Core 504
  Creature Identification  Core 506
  Use the creature’s level, adjusted for rarity and fame. 
  Success recalls a well-known attribute; critical 
  success adds something more subtle.
  Creature Trait 
  Skills
  Aberration 
  Occultism 
  Animal 
  Nature 
  Astral 
  Occultism
  Beast 
  Arcana, Nature
  Celestial 
  Religion 
  Construct 
  Arcana, Crafting
  Dragon 
  Arcana 
  Elemental 
  Arcana, Nature 
  Ethereal 
  Occultism
  Fey 
  Nature
  Fiend 
  Religion
  Fungus 
  Nature
  Humanoid 
  Society
  Monitor 
  Religion
  Ooze 
  Occultism
  Plant 
  Nature
  Spirit 
  Occultism
  Undead 
  Religion
  
  oBserved A creature you’re observed by knows where you 
  are and can target you normally.
  ConCealed A creature that you’re concealed from must 
  succeed at a DC 5 flat check when targeting you with a 
  non-area effect.
  hidden A creature you’re hidden from knows the space 
  you’re 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, it’s 
  flat-footed to you, can’t see you, has no idea what space 
  you occupy, and can’t 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 you’re unnoticed by is totally unaware 
  of your presence. 
  invisiBle You’re undetected by everyone. You can’t become 
  observed while invisible except via special abilities or magic.
  Detecting Creatures  
  Core 465
  Falling Damage  
  Core 463
  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). 
  Exploration Activities 
  Core 479
  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.
  Environmental Damage  
  Core 512
  Category 
  Damage
  Minor  
  1d6–2d6
  Moderate 
  4d6–6d6
  Major  
  8d6–12d6
  Massive 
  18d6–24d6
  XP Awards  
  Core 508
  Accomplishment 
  XP Award
  Minor 
  10 XP
  Moderate* 
  30 XP
  Major* 
  80 XP
  * Typically awards a Hero Point as well.
  Structures  
  Core 515
  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  
  Core 515
  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 it’s higher.  
  Travel Speed  
  Core 479
  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
  Adversary or 
  XP for 
  XP for Creature
  Hazard Level 
  Simple Hazard 
  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  
  Core 489
  Difficulty 
  XP Budget 
  Character Adjustment
  Trivial  
  40 or less 
  10 or less
  Low  
  60 
  15
  Moderate 
  80 
  20
  Severe 
  120 
  30
  Extreme 
  160 
  40
  Starting Level 
  HP Increase
  1 or lower 
  10
  2–4 
   
  15
  5–19  
  20
  20+ 
   
  30
  Elite Adjustment  
  Bestiary 6
  • 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:
  Weak Adjustment  
  Bestiary 6
  Starting Level 
  HP Decrease
  1–2 
   
  10
  3–5 
   
  15
  6–20  
  20
  21+ 
   
  30
  • 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:
  
  Observed A creature you’re observed by knows where you 
  are and can target you normally.
  COnCealed A creature that you’re concealed from must 
  succeed at a DC 5 flat check when targeting you with a 
  non-area effect.
  Hidden A creature you’re hidden from knows the space 
  you’re 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, it’s 
  flat-footed to you, can’t see you, has no idea what space 
  you occupy, and can’t 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 you’re unnoticed by is totally unaware 
  of your presence. 
  invisible You’re undetected by everyone. You can’t become 
  observed while invisible except via special abilities or magic.
  Detecting Creatures  
  COre 465
  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 � (move) Move 5 feet while prone.
  Delay � Select this when your turn begins; take your turn later.
  Drop Prone � (move) Fall prone.
  Escape � (attack) Attempt to get free when grappled, 
  restrained, or immobilized. Use unarmed attack modifier, 
  Acrobatics, or Athletics.
  Interact � (manipulate) Grab an object, open a door, draw an 
  item, or do a similar action.
  Leap � (move) Jump horizontally 10 feet (15 feet if your Speed is 
  30 feet or more), or vertically 3 feet and horizontally 5 feet.
  Ready � (concentrate) Prepare to take a single action or free 
  action as a reaction with a trigger you designate.
  Release � (manipulate) Release something you’re holding 
  without triggering reactions.
  Seek � (concentrate, secret) Scan an area for signs of creatures or 
  objects using Perception.
  Sense Motive � (concentrate, secret) See if a creature is lying. 
  Stand � (move) You stand up from prone. 
  Step � (move) Move 5 feet without triggering reactions.
  Stride � (move) Move up to your Speed.
  Strike � (attack) Attack with a weapon or unarmed attack.
  Take Cover � Gain cover, or get greater cover if you have cover.
  Basic Actions  
  COre 469
  You can’t wake up from unconsciousness while you have 0 Hit 
  Points. If you’re unconscious and have 1 or more Hit Points, 
  you wake up in one of five ways.
  • You take damage, provided the damage doesn’t 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 there’s loud noise, at the start of your turn attempt a 
  Perception check against the noise’s 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 night’s sleep or something disrupted that restful sleep.
  Unconscious  
  COre 459
  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 
  you’re 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 you’re hit or fail a save, succeed at a Reflex save 
  or fall.
  inCline You need to Climb to ascend an incline. You’re flat-
  footed while Climbing.
  Terrain  
  COre 475
  e Exploration action, d Downtime action
  aCrObatiCs (Dex, Core 240) Balance �, Tumble Through �
  Trained Maneuver in Flight �, Squeeze E
  arCana (Int, Core 241) Recall Knowledge � (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 �, Force Open �, Grapple �, 
  High Jump �, Long Jump �, Shove �, Swim �, Trip �
  Trained Disarm �
  CraftinG (Int, Core 243) Recall Knowledge � (Core 238), 
  Repair E
  Trained Craft D, Earn Income D (Core 236), Identify Alchemy E
  deCeptiOn (Cha, Core 245) Create a Diversion �, Impersonate E, 
  Lie 
  Trained Feint �
  diplOmaCy (Cha, Core 246) Gather Information E, Make an 
  Impression E, Request �
  intimidatiOn (Cha, Core 247) Coerce E, Demoralize �
  lOre (Int, Core 247) Recall Knowledge � (Core 238)
  Trained Earn Income D (Core 236)
  mediCine (Wis, Core 248) Administer First Aid �, Recall 
  Knowledge � (Core 238)
  Trained Treat Disease D, Treat Poison �, Treat Wounds E 
  natUre (Wis, Core 249) Command an Animal �, Recall 
  Knowledge � (Core 238)
  Trained Identify Magic E (Core 238), Learn a Spell E (Core 238) 
  OCCUltism (Int, Core 249) Recall Knowledge � (Core 238)
  Trained Decipher Writing E (Core 234), Identify Magic E (Core 
  238), Learn a Spell E (Core 238)
  perfOrmanCe (Cha, Core 250) Perform �
  Trained Earn Income D (Core 236)
  reliGiOn (Wis, Core 250) Recall Knowledge � (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 � (Core 238), 
  Subsist D (Core 240)
  Trained Create Forgery D, Decipher Writing E (Core 234)
  stealtH (Dex, Core 251) Conceal an Object �, Hide �, 
  Sneak �
  sUrvival (Wis, Core 252) Sense Direction  E, Subsist  D (Core 240)
  Trained Cover Tracks  E, Track  E
  tHievery (Dex, Core 253) Palm an Object �, Steal �
  Trained Disable a Device �, Pick a Lock �
  Skill Actions  
  COre 233
  Draw a line from the center of the attacker’s space or burst to 
  the center of the target’s 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.
  Cover 
   COre 477
  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. Don’t gain or increase your 
  wounded value from losing the dying condition in 
  this way, but if you already had that condition 
  you don’t lose it or 
  decrease it. 
  Hero Points 
  COre 467, 507
  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 doesn’t 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 
  enemy’s critical success or your critical failure).
  reCOvery CHeCKs At the start of your turn when you’re 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 you’re 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 night’s rest.
  Death and Dying  
  COre 459
  [[Arrest a Fall �] Use Acrobatics to slow your fall while flying.
  [Avert Gaze �Get a +2 circumstance bonus against visual abilities.
  Burrow � (move) Move up to your burrow Speed.
  Fly � (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 you’re airborne 
  at the end of your turn and didn’t Fly this round, you fall.
  Grab an Edge [�] (manipulate) Try to catch something to stop 
  a fall.
  Mount � (move) Get on an allied animal bigger than you to 
  ride it.
  Point Out � (auditory, manipulate, visual) Reveal 
  unobserved creature.
  Raise a Shield � Put up a shield to get its bonus to AC.
  Specialty Basic Actions  
  COre 472
  blinded You can’t see. All normal terrain is difficult terrain. You 
  can’t detect anything using vision. Automatically critically fail 
  Perception checks that require you to see; if vision is your only 
  precise sense, you take a –4 status penalty to Perception checks. 
  You are immune to visual effects. Blinded overrides dazzled.
  brOKen A broken object can’t be used, nor does it grant bonuses. 
  Broken armor grants its item bonus to AC, but gives a status 
  penalty to AC (–1 light, –2 medium,–3 heavy). An effect that makes 
  an item broken reduces the item’s HP to its Broken Threshold.
  ClUmsy Take a status penalty equal to your clumsy value 
  on Dexterity-based checks and DCs, including AC, Reflex 
  saves, ranged attacks, and skill checks using Acrobatics, 
  Stealth, and Thievery.
  COnfUsed You are flat-footed, don’t treat anyone as your ally, and 
  can’t Delay, Ready, or use reactions. Use all your actions to Strike 
  or cast offensive cantrips. The GM determines targets randomly. 
  If you have no other option, target yourself, automatically 
  hitting. If it’s impossible for you to attack or cast spells, you 
  babble incoherently, wasting your actions. Each time you take 
  damage from an attack or spell, attempt a DC 11 flat check to 
  end the condition.
  COntrOlled Your controller dictates how you act.
  dazzled All creatures and objects are concealed from you.
  deafened Automatically critically fail Perception checks that 
  require hearing. Take a –2 status penalty to Perception checks 
  for initiative and checks that involve sound but also rely on 
  other senses. If you perform an action that has the auditory 
  trait, you must succeed at a DC 5 flat check or the action is lost. 
  You are immune to auditory effects.
  drained Take a status penalty equal to your drained value on 
  Constitution-based checks, such as Fortitude saves. Lose Hit Points 
  equal to your level times the drained value, and your maximum 
  Hit Points are reduced by the same amount. When you regain Hit 
  Points by resting for 8 hours, your drained value is reduced by 1, 
  but you don’t immediately recover the lost Hit Points.
  enCUmbered You’re clumsy 1 and take a –10-foot penalty to all 
  your Speeds.
  enfeebled Take a status penalty equal to your enfeebled value to 
  Strength-based rolls and DCs, including Strength-based melee 
  attack rolls, Strength-based damage rolls, and Athletics checks.
  fasCinated Take a –2 status penalty to Perception and skill 
  checks, and you can’t use actions with the concentrate trait 
  unless they are related to the subject of your fascination. This 
  condition ends if a creature takes hostile actions toward you or 
  any of your allies.
  Conditions 
   COre 618
  fatiGUed Take a –1 status penalty to AC and saving throws. 
  During exploration, you can’t choose an exploration activity. 
  Recover from fatigue after a full night’s rest.
  flat-fOOted Take a –2 circumstance penalty to AC.
  fleeinG On your turn, spend each action trying to escape the 
  source of the condition as expediently as possible. You can’t 
  Delay or Ready.
  friGHtened Take a status penalty equal to the value to all checks 
  and DCs. At the end of each of your turns, the value decreases 
  by 1.
  Grabbed You’re immobilized and flat-footed. If you attempt a 
  manipulate action, you must succeed at a DC 5 flat check or it 
  is lost.
  immObilized You can’t take any action with the move trait. If you’re 
  immobilized by something holding you in place and an external 
  force would move you, the force must succeed at a check against 
  the DC of the effect holding you in place you or the relevant 
  defense (usually Fortitude DC) of the creature holding you in 
  place.
  paralyzed You’re flat-footed and can’t take actions except Recall 
  Knowledge and others that require only your mind. You can’t 
  Seek.
  persistent damaGe Instead of taking persistent damage 
  immediately, take it at the end of each of 
  your turns, rolling any damage dice each 
  time. After you take persistent damage, roll 
  a DC 15 flat check to see if you recover. If 
  you succeed, the condition ends. 
  You or an ally can help you recover, allowing an 
  additional flat check. This usually takes 2 actions, and 
  must be something that would reasonably help against 
  the source of the damage. The GM can reduce the DC 
  to 10, have the damage end automatically, or change 
  the number of actions.
  petrified You can’t act, nor can you sense 
  anything. You’re an object with double 
  your normal Bulk (typically 12 
  if Medium or 6 if Small), AC 9, 
  Hardness 8, and the same current 
  HP you had when alive.
  prOne You’re flat-footed with a –2 
  circumstance penalty to attack 
  rolls. The only move actions 
  you can take are Crawl and 
  Stand. Standing ends the prone 
  condition. You can Take 
  Cover while prone, gaining 
  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 you’re dying; 
  regain your 3 actions and 1 reaction.
  1
  aCt Use your actions.
  2
  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”.
  3
  Falling Damage  
  COre 463
  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). 
  Exploration Activities 
  COre 479
  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.
  Simple DCs  
  COre 503
  Rank  
  DC
  Untrained 
  10
  Trained 
  15
  Expert 
  20
  Master 
  30
  Legendary 
  40
  Environmental Damage  
  COre 512
  Category 
  Damage
  Minor  
  1d6–2d6
  Moderate 
  4d6–6d6
  Major  
  8d6–12d6
  Massive 
  18d6–24d6
  XP Awards  
  COre 508
  Accomplishment 
  XP Award
  Minor 
  10 XP
  Moderate* 
  30 XP
  Major* 
  80 XP
  * Typically awards a Hero Point as well.
  DCs by Level  
  COre 503
   
  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.
  Structures  
  COre 515
  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  
  COre 515
  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 it’s higher.  
  Travel Speed  
  COre 479
  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
  Treat Wounds  
  COre 249
  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.
  Adversary or 
  XP for 
  XP for Creature
  Hazard Level 
  Simple Hazard 
  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  
  COre 489
  Difficulty 
  XP Budget 
  Character Adjustment
  Trivial  
  40 or less 
  10 or less
  Low  
  60 
  15
  Moderate 
  80 
  20
  Severe 
  120 
  30
  Extreme 
  160 
  40
  Starting Level 
  HP Increase
  1 or lower 
  10
  2–4 
   
  15
  5–19  
  20
  20+ 
   
  30
  Elite Adjustment  
  bestiary 6
  • 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:
  Weak Adjustment  
  bestiary 6
  Starting Level 
  HP Decrease
  1–2 
   
  10
  3–5 
   
  15
  6–20  
  20
  21+ 
   
  30
  • 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:
  DC Adjustments  
  COre 504
  Difficulty 
  Adjustment
  Incredibly easy 
  –10
  Very easy 
  –5
  Easy  
  –2
  Hard (uncommon) 
  +2
  Very hard (rare) 
  +5
  Incredibly hard (unique) 
  +10
  Craft Use a DC of the item’s level, adjusted for rarity.
  earn inCOme tasKs The task level is typically the settlement’s 
  level, and its DC uses the task level. Typical levels: village 
  0–1, town 2–4, city 5–7.
  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 item’s 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.
  Specific Skill DCs  
  COre 504
  Creature Identification  COre 506
  Use the creature’s level, adjusted for rarity and fame. 
  Success recalls a well-known attribute; critical 
  success adds something more subtle.
  Creature Trait 
  Skills
  Aberration 
  Occultism 
  Animal 
  Nature 
  Astral 
  Occultism
  Beast 
  Arcana, Nature
  Celestial 
  Religion 
  Construct 
  Arcana, Crafting
  Dragon 
  Arcana 
  Elemental 
  Arcana, Nature 
  Ethereal 
  Occultism
  Fey 
  Nature
  Fiend 
  Religion
  Fungus 
  Nature
  Humanoid 
  Society
  Monitor 
  Religion
  Ooze 
  Occultism
  Plant 
  Nature
  Spirit 
  Occultism
  Undead 
  Religion
  greater cover against ranged attacks (but remain flat-footed).
  QUiCKened You gain 1 additional action at the start of your turn 
  each round. Many effects that make you quickened specify the 
  types of additional actions you can use. Because quickened has its 
  effect at the start of your turn, you don’t gain actions immediately 
  if you become quickened during your turn.
  restrained You’re tied up and can barely move, or a creature 
  has you pinned. You are immobilized and flat-footed, and you 
  can’t use any actions with the attack or manipulate traits except 
  to attempt to Escape or Force Open your bonds. Restrained 
  overrides grabbed.
  siCKened Take a status penalty equal to the value on all checks 
  and DCs. You can’t willingly ingest anything. You can spend an 
  action retching to attempt a Fortitude save against the DC of 
  the sickening effect. On a success, reduce the value by 1 (2 on a 
  critical success).
  slOwed When you regain your actions at the start of your turn, 
  reduce the number of actions by your slowed value. You don’t 
  lose actions immediately if slowed during your turn.
  stUnned You can’t act. A stunned value indicates how many 
  total actions you lose. Each time you regain actions, reduce the 
  number by your stunned value, then reduce your stunned value 
  by the number of actions lost. If stunned has a duration, lose 
  all your actions for the listed duration. Stunned overrides 
  slowed. Actions lost to stunned count toward those 
  lost to slowed.
  stUpefied Take a status 
  penalty 
  equal 
  to 
  the value to checks 
  and DCs based on 
  Intelligence, 
  Wisdom, 
  or 
  Charisma, including Will saves, 
  spell attack rolls and DCs, and 
  appropriate skill checks. If you Cast a Spell, 
  it’s disrupted unless you succeed 
  at a flat check (DC = 5 + value).
  Icon Key
  � Single Action 
  � Two-Action Activity 
   �] Three-Action Activity
  � Free Action
      [�] Reaction
  © 2019, Paizo Inc.
  
  By Ekaterina Burmak
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Core/PF 2E - GM Screen Landscape.pdf