Pathfinder 2e GM Screen

Rules Reference

Three-Action Economy

Each turn you have 3 actions and 1 reaction. Actions and your reaction refresh at the start of your turn.

Cost Action Notes
1 Strike Attack with a weapon or unarmed. Each additional Strike in a turn takes a -5/-10 MAP penalty (agile: -4/-8).
1 Stride Move up to your Speed.
1 Step Move 5 feet without triggering reactions.
1 Interact Draw/stow an item, open a door, pick up an object, or similar manipulation.
1 Raise a Shield Gain shield's AC bonus until start of your next turn.
1 Seek Perception vs. Stealth DC in a 30-ft. cone or 15-ft. burst to detect hidden/undetected creatures.
1 Hide Stealth check to become Hidden to creatures that currently observe you.
1 Sneak Move up to half Speed; Stealth vs. each observer's Perception DC to remain Hidden.
1 Recall Knowledge Skill check (Arcana, Nature, Society, etc.) to remember facts about a subject.
1 Demoralize Intimidation vs. Will DC; success = Frightened 1 (crit success = Frightened 2).
1 Trip (Athletics) Athletics vs. Reflex DC; success = target Prone, crit success = Prone + 1d6 damage.
1 Tumble Through Acrobatics vs. Reflex DC of each creature; move through their space.
1 Sustain a Spell Extend the duration of one sustained spell you have active.
2 Cast a Spell (most) Most spells take 2 actions. Check the spell for the exact cost.
2 Grapple (Athletics) Athletics vs. Fortitude DC; success = Grabbed, crit success = Restrained.
2 Shove (Athletics) Athletics vs. Fortitude DC; push target 5 ft. (10 ft. on crit), then optionally Step.
2 Disarm (Athletics) Athletics vs. Reflex DC; success = item is clumsy, crit success = item dropped.
2 Aid Prepare to help; use reaction on ally's next roll for +1 to +4 circumstance bonus.
3 Long-Cast Spell Some spells require all 3 actions (Heal targeting burst, etc.).
Free Drop an Item / Speak Drop a held item, speak a few words (GM discretion on complexity).
R Attack of Opportunity Fighter / some monsters only. Trigger: foe in reach uses manipulate action, moves, or makes ranged attack.
R Shield Block Trigger: take physical damage with shield raised. Reduce damage by Hardness; both you and shield take remainder.
R Raise a Shield (Reaction) Some feats allow raising a shield as a reaction. Check feat description.

Multiple Attack Penalty (MAP): Standard -5/-10 | Agile -4/-8. Resets at start of your turn.

Degrees of Success

Roll d20 + modifier vs. DC. Natural 20 improves one degree; natural 1 worsens one degree.

ResultRoll vs. DC
Critical SuccessBeat DC by 10 or more
SuccessMeet or beat DC
FailureMiss DC by 1-9
Critical FailureMiss DC by 10 or more

Saving Throws

SaveModifierResists
FortitudeCON + proficiencyPoisons, disease, physical effects
ReflexDEX + proficiencyArea effects, traps, explosions
WillWIS + proficiencyMental effects, enchantments, illusions

Proficiency Bonus

ProficiencyBonus
Untrained+0 (level not added)
TrainedLevel + 2
ExpertLevel + 4
MasterLevel + 6
LegendaryLevel + 8

Character Information

Attributes

Attribute Description Modifier Calc
STR (Strength) Physical power, melee damage, carry capacity (Score - 10) / 2
DEX (Dexterity) Agility, ranged attacks, Reflex saves, AC (Score - 10) / 2
CON (Constitution) Stamina, Fortitude saves, bonus HP per level (Score - 10) / 2
INT (Intelligence) Reasoning, trained skills, knowledge (Score - 10) / 2
WIS (Wisdom) Perception, Will saves, divine connection (Score - 10) / 2
CHA (Charisma) Force of personality, social skills, focus pool (Score - 10) / 2

Hit Points and Healing

  • HP = Ancestry HP + Class HP per level + CON modifier per level
  • At 0 HP you gain the Dying 1 condition (Dying 2 if damage from a lethal attack)
  • At Dying 4 you die. Doomed reduces this threshold
  • Recovery check each turn: flat check DC 10 + dying value
  • Losing Dying gains Wounded 1 (stacks; adds to future Dying values)
  • Treat Wounds (Medicine, 10 min) restores HP; full rest restores all HP

Bulk and Encumbrance

  • Encumbered when Bulk > 5 + STR modifier
  • Max carrying: 10 + STR modifier Bulk
  • Light (L) items: 10 count as 1 Bulk
  • Encumbered: -10 ft. Speed, -1 status penalty to STR/DEX checks and DCs

Experience Points

1,000 XP = level up.

Encounter ThreatXP Award (4-party)
Trivial40 or less
Low60
Moderate80
Severe120
Extreme160

Milestone XP: Simple 30 | Moderate 80 | Major 120 XP.

Combat Reference

Combat Round Sequence

  1. Roll initiative (Perception or Stealth check)
  2. Highest initiative acts first
  3. Each turn: take up to 3 actions + 1 reaction
  4. End of round: resolve ongoing effects, reduce duration conditions

Surprise: Creatures that haven't acted yet are flat-footed until their first turn.

Flanking: Two allies on opposite sides of an enemy grant each other +1 circumstance to melee attack rolls.

Simple Weapons

Weapon Damage Bulk Hands Traits
Club1d6 B11+Thrown 10 ft.
Dagger1d4 PL1Agile, finesse, thrown 10 ft., versatile S
Handaxe1d6 SL1Agile, sweep, thrown 10 ft.
Javelin1d6 PL1Thrown 30 ft.
Light Hammer1d6 BL1Agile, thrown 20 ft.
Longspear1d8 P22Reach
Mace1d6 B11Shove
Morningstar1d6 B11Versatile P
Shortbow1d6 P12Deadly d10, range 60 ft., reload 0
Sling1d6 BL1Propulsive, range 50 ft., reload 1
Spear1d6 P11+Thrown 20 ft.
Staff1d4 B11+Two-hand d8

Martial Weapons

Weapon Damage Bulk Hands Traits
Bastard Sword1d8 S11+Two-hand d12
Battle Axe1d8 S11Sweep
Bo Staff1d8 B22Monk, parry, reach, sweep, trip
Composite Longbow1d8 P22Deadly d10, propulsive, range 100 ft., reload 0, volley 30 ft.
Composite Shortbow1d6 P12Deadly d10, propulsive, range 60 ft., reload 0
Falchion1d10 S22Forceful, sweep
Flail1d6 B11Disarm, sweep, trip
Glaive1d8 S22Deadly d8, forceful, reach
Greataxe1d12 S22Sweep
Greatclub1d10 B22Backswing, shove
Greatsword1d12 S22Versatile P
Guisarme1d10 S22Reach, trip
Halberd1d10 P22Reach, versatile S
Longbow1d8 P22Deadly d10, range 100 ft., reload 0, volley 30 ft.
Longsword1d8 S11Versatile P
Pick1d6 P11Fatal d10
Rapier1d6 P11Deadly d8, disarm, finesse
Sabre1d6 SL1Agile, finesse
Scimitar1d6 S11Forceful, sweep
Scythe1d10 S22Deadly d10, trip
Shortsword1d6 PL1Agile, finesse, versatile S
Trident1d8 P11Thrown 20 ft.
War Flail1d10 B22Disarm, sweep, trip
Warhammer1d8 B11Shove
Whip1d4 S11Disarm, finesse, nonlethal, reach, trip

Key Weapon Traits

TraitEffect
AgileMAP is -4/-8 instead of -5/-10
Backswing+1 to attack rolls after a miss this turn
Deadly XdOn a critical hit, add listed die to damage
DisarmCan use the Disarm action with this weapon
Fatal XdCrit: weapon die becomes listed die; add an extra die
FinesseCan use DEX modifier instead of STR for attack rolls
Forceful+1 damage on 2nd Strike, +2 on 3rd+
NonlethalDeals nonlethal damage by default
Parry1 action: gain +1 circumstance to AC until next turn
PropulsiveAdd half STR modifier to ranged damage (full on crit)
ReachAttack creatures 10 ft. away
ShoveCan use the Shove action with this weapon
Sweep+1 to attack a different target than your previous Strike
Thrown X ft.Can throw as a ranged weapon; range increment is X
TripCan use the Trip action with this weapon
Two-hand XdWhen wielded two-handed, weapon die increases to X
Versatile XCan deal listed damage type instead of normal
Volley X ft.-2 to attack rolls against targets within X feet

Light Armor

Armor AC Bonus Dex Cap Check Penalty Speed Penalty STR Req. Bulk Group
Padded Armor+1+30--LCloth
Leather+1+4-1-101Leather
Studded Leather+2+3-1-121Leather
Chain Shirt+2+3-1-121Chain

Medium Armor

Armor AC Bonus Dex Cap Check Penalty Speed Penalty STR Req. Bulk Group
Hide+3+2-2-5 ft.142Leather
Scale Mail+3+2-2-5 ft.142Composite
Chain Mail+4+1-2-5 ft.162Chain
Breastplate+4+1-2-5 ft.162Plate

Heavy Armor

Armor AC Bonus Dex Cap Check Penalty Speed Penalty STR Req. Bulk Group
Splint Mail+5+1-3-10 ft.163Composite
Half Plate+5+1-3-10 ft.163Plate
Full Plate+6+0-3-10 ft.184Plate

Shields

Shield AC Bonus Hardness HP Broken Threshold Bulk
Buckler+1363L
Wooden Shield+231261
Steel Shield+2520101
Tower Shield+2520104

Tower Shield: Take Cover behind it for +4 circumstance to AC vs. ranged attacks.

Conditions Reference

Conditions marked (valued) have a numerical value (e.g., Frightened 2). When the same condition is applied again at a lower value, keep the higher. Valued conditions typically reduce by 1 at the end of the creature's turn unless stated otherwise.

A - F

ConditionTypeEffect
Blinded Sense Cannot use sight. All creatures are undetected to you. You are flat-footed. -4 status penalty to Perception checks that rely on sight. Auto-critically fail sight-based Perception checks.
Broken Item Item HP is at or below Broken Threshold. No longer grants benefits; weapons take -2 to attack rolls, armor halves AC bonus. Can be Repaired.
Clumsy (valued) Attribute Status penalty equal to value to DEX-based checks, DCs, and AC.
Concealed Detection Attackers must succeed at DC 5 flat check to target you with attacks. Area effects still affect you normally.
Confused Mental Cannot use actions requiring mental faculties. Attacks random targets. Flat-footed; cannot take reactions. At end of each turn, attempt DC 11 flat check; success ends confusion.
Controlled Mental Another creature determines your actions. You are flat-footed and cannot take reactions unless the controller allows.
Dazzled Sense All creatures and objects are concealed from you.
Deafened Sense Cannot use hearing. Auto-critically fail sound-based Perception checks. -2 status penalty to Perception. May fail checks or spells requiring speech.
Doomed (valued) Death Your maximum Dying value is reduced by your Doomed value (e.g., Doomed 1 = die at Dying 3). Removed when your Dying condition is resolved.
Drained (valued) Attribute Status penalty equal to value to CON-based checks, Fortitude saves, and max HP (lose value x level HP). Reduces by 1 after each full night's rest.
Dying (valued) Death Unconscious and near death. Each turn: Recovery flat check (DC 10 + dying value). Crit success: lose Dying 1. Success: no change. Failure: gain Dying 1. Crit failure: gain Dying 2. Dying 4 (reduced by Doomed) = dead. Recovering removes Dying and grants Wounded 1 (or increases Wounded).
Encumbered Physical Carrying more than 5 + STR modifier Bulk. -1 status penalty to STR/DEX checks and DCs, -10 ft. to all Speeds.
Enfeebled (valued) Attribute Status penalty equal to value to STR-based checks, DCs, attack rolls. Reduce STR-based attack damage by the value (minimum 0).
Fascinated Mental Captivated by an object or creature. -2 status penalty to Perception and skill checks. Cannot take actions that don't involve the source. Ends if a threat demands attention.
Fatigued General -1 status penalty to AC and all saving throws. Cannot begin daily preparations again until after a full night's rest. Cleared after a full rest.
Flat-Footed Position -2 circumstance penalty to AC. Common causes: flanking, surprise, Grabbed, Restrained, Stunned, Unconscious, Prone (vs. melee), casting while threatened.
Fleeing Mental Must spend each action to move away from the source by the most direct route. Cannot move closer voluntarily. If unable to move, becomes Flat-Footed instead.
Frightened (valued) Emotion Status penalty equal to value to all checks and DCs. Reduces by 1 at the end of each of your turns.

G - P

ConditionTypeEffect
Grabbed Physical Held by something. Flat-Footed and Immobilized. Using a manipulate action requires a DC 5 flat check or the action fails. Ends when the grabbing creature moves or releases you.
Hidden Detection Observers know your general location but cannot see you. Attacks require DC 11 flat check and must target the correct square. You can Sneak or Hold Still to maintain this condition.
Immobilized Physical Cannot use any action with the move trait or requiring movement. An external force moving you is resolved by the effect.
Invisible Detection Undetected to all creatures using sight. Non-visual senses may detect you as Hidden or Observed. Attacks against you require DC 11 flat check plus targeting the correct square.
Observed Detection Fully visible; the most detectable state. Can be targeted normally. Detection ladder: Unnoticed > Undetected > Hidden > Observed.
Paralyzed Physical Cannot take actions or reactions. Flat-footed. Gravity still applies; paralyzed creatures can fall. Common source: poisons, magic effects.
Petrified Physical Turned to stone. Treated as an object. Immune to mental effects, most physical damage triggers object rules. Cannot act, use senses, or make saves. Unaware of surroundings.
Prone Position Lying on the ground. -2 circumstance to attack rolls. Flat-footed. Melee attackers get +1 to hit. Ranged attackers take -2 to hit. Standing up costs 1 action (Stride cannot be used). Can Crawl (Stride at 5 ft.). Can drop Prone as a free action.

Q - Z

ConditionTypeEffect
Quickened Action Gain 1 additional action per turn. Most sources restrict what the extra action can do (e.g., only Stride or Strike). Multiple Quickened conditions do not stack.
Restrained Physical Fully bound; stronger than Grabbed. Flat-Footed and Immobilized. Cannot use manipulate actions without DC 5 flat check success. Often inflicted by Grapple crit success.
Sickened (valued) General Status penalty equal to value to all checks and DCs. Can spend 1 action retching (DC 15 flat check) to reduce Sickened by 1. Reduces by 1 after each full night's rest.
Slowed (valued) Action Lose actions equal to the condition value at the start of each turn (e.g., Slowed 1 = only 2 actions per turn).
Stunned (valued) Action Lose actions from your pool equal to your Stunned value at start of turn; reduce Stunned by 1 for each action lost. If Stunned exceeds available actions, also lose your reaction.
Stupefied (valued) Attribute Status penalty equal to value to INT/WIS/CHA checks and DCs, spell attack rolls, and spell DCs. When Casting a Spell, succeed at flat check (DC = 5 + value) or the spell is disrupted.
Unconscious State Asleep or incapacitated. Cannot act or react. Flat-footed. -4 status penalty to Perception. Auto-critically fail Perception checks. Healing to 1+ HP removes this condition (and Dying if applicable).
Undetected Detection Creature does not know your location. Attackers must guess square (DC 11 flat check + correct square) to attempt attacks. You act freely.
Unnoticed Detection Creature has no idea you exist or are present at all. Most stealthy state. Detection order: Unnoticed > Undetected > Hidden > Observed.
Wounded (valued) Death Injured and near death. When you gain the Dying condition, increase it by your Wounded value. Clears when restored to full HP, or after a full rest once Dying is resolved.

Poison and Disease (Afflictions)

Afflictions have stages. Each saving throw moves you through stages: fail = advance one stage, success = retreat one stage, crit success = retreat two stages. Stage 0 = cured.

StepDetail
OnsetTime until the affliction first affects you (immediate, 1 min, 1 hour, etc.)
FrequencyHow often you must save (per round, per minute, per day, etc.)
SaveUsually Fortitude; DC set by the effect
StagesEach stage has an effect (conditions, damage, death at worst stage)

Spells and Magic

Spell Casting

Spend actions equal to the spell's casting time. Disrupting a spell (damage while casting a concentrate/manipulate action) requires a flat check DC 15 or the spell is lost.

ComponentRequirementBlocked By
Verbal (V)Can speak audiblySilenced, Deafened (some effects)
Somatic (S)At least one hand freeGrabbed, Restrained (flat check)
Material (M)Hold focus or componentRestrained, no component available
FocusFocus Point in poolPool depleted; refocus (10 min) for 1 point

Spell Levels by Character Level

Spell LevelMin. Character LevelNotes
Cantrip (0)1Heightened automatically to highest spell level
1st1
2nd3
3rd5
4th7
5th9
6th11
7th13
8th15
9th17
10th19Rare; often ritual or unique spells

Common Spells Quick Reference

SpellLevelActionsEffect Summary
Magic Missile11-31d4+1 force per action; auto-hits; no save
Heal11/2/31d8/level HP; 1-target touch / 1-target range / 30-ft. burst
Harm11/2/3Like Heal but damages living, heals undead
Fireball326d6 fire in 20-ft. burst, Reflex save
Lightning Bolt324d12 electricity in 60-ft. line, Reflex save
Slow32Target is Slowed 1 for 1 min (Will save)
Haste32Target is Quickened; extra Stride or Strike each turn
Confusion42Target is Confused (Will save)
Dimension Door42Teleport up to 120 ft. to observed location
Fly42Fly speed 60 ft. for 5 min (Sustained)
Cone of Cold5212d6 cold in 60-ft. cone, Reflex save
Chromatic Wall53Barrier with color-based effects
Raise Dead610 minRestore a dead creature; they gain Wounded 3
True Seeing62See through illusions and polymorph
Resurrection101 hourFully restore the dead; no Wounded penalty

Magic Items and Equipment

Fundamental Runes

RuneItem LvlWeapon EffectArmor EffectPrice (gp)
+1 Striking / Resilient4+1 attack; 2 weapon dice+1 to all saves65 / 340
+2 Greater Striking / Resilient10+2 attack; 3 weapon dice+2 to all saves935 / 3,000
+3 Major Striking / Resilient16+3 attack; 4 weapon dice+3 to all saves8,935 / 49,000

Potions

ItemLevelBulkEffect
Healing Potion (minor)1LRestore 1d8 HP (1 action to drink)
Healing Potion (lesser)3LRestore 2d8+5 HP
Healing Potion (moderate)6LRestore 3d8+10 HP
Healing Potion (greater)12LRestore 6d8+20 HP
Healing Potion (major)18LRestore 8d8+30 HP
Antidote (lesser)1L+2 item bonus to saves vs. poison for 6 hours
Antiplague (lesser)1L+2 item bonus to saves vs. disease for 24 hours
Elixir of Life (minor)1LHeal 1d6 HP; +1 to saves vs. disease/poison for 10 min

Common Magic Items

ItemLevelBulkEffect
Cloak of Elvenkind6L+2 item to Stealth; can go Invisible 1/day (1 min)
Ring of Protection6-+1 deflection bonus to AC and saves vs. traps
Boots of Elvenkind5L+2 item to Stealth; ignore difficult terrain from natural sources
Bag of Holding (type I)4LHolds 25 Bulk; weighs L regardless of contents
Wand of Magic Missiles (1st)3LCast Magic Missile (1st level) once per day
Scroll of Fireball (3rd)5LCast Fireball at 3rd level once; consumed on use
Amulet of Natural Armor (+1)5L+1 item bonus to unarmored AC
Bracers of Armor (I)8L+1 AC (counts as armor); DEX cap +5
Headband of Inspired Wisdom (+2)8L+2 item bonus to WIS checks/saves

Adventuring Gear

ItemBulkNotes
Adventurer's Pack2Backpack, bedroll, 14 rations, rope, 5 torches, waterskin
Healer's Tools1Required for Treat Wounds, Treat Disease, Treat Poison
Thieves' ToolsLRequired to Pick a Lock or Disable a Device
Rope (50 ft.)1For climbing, securing, restraining
TorchLBurns 1 hour; 20-ft. bright light, 40-ft. dim light
Lantern (hooded)LBurns 6 hours/pint of oil; 30-ft. bright, 60-ft. dim
Climbing Kit1+2 item bonus to Athletics to Climb
Grappling HookLToss up to 10 ft. to anchor a rope
CaltropsLScatter to make a 5-ft. square difficult terrain; DC 14 Reflex or take 1d4 piercing
10-Foot Pole2Classic dungeon tool

Combat Tracker

Encounter Tracker

Initiative Tracker

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      GM Tools

      Encounter Budget Calculator

      Select party size and level, then add creatures to calculate encounter threat.

        XP Per Creature (relative to Party Level)

        Creature LevelXP Award
        Party Level - 410
        Party Level - 315
        Party Level - 220
        Party Level - 130
        Party Level40
        Party Level + 160
        Party Level + 280
        Party Level + 3120
        Party Level + 4160

        Threat Thresholds

        Threat Level4-Party XP TotalAdjustment per Extra/Fewer PC
        Trivial0 - 39+/-10
        Low40 - 59+/-15
        Moderate60 - 79+/-20
        Severe80 - 119+/-30
        Extreme120++/-40

        Hero Point Tracker

        Max 3 Hero Points per PC. Spend 1 to reroll a check and use the higher result. Spend all 3 to avoid death (1 HP, no wounded condition).

        Earn Hero Points by: Great roleplay, clever solutions, achieving milestones, or GM discretion. Each PC starts each session with 1.

        Critical Hits & Critical Failures

        A critical success/failure occurs when you exceed/miss the DC by 10+, or roll a natural 20/1 (which shifts degree of success by one step).

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