Pathfinder Roleplaying Game: GM Screen 9781601252166

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Pathfinder Roleplaying Game: GM Screen
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GUARD YOUR SECRETS! Protect your important notes and die rolls from prying player eyes with the Pathfinder Roleplaying Game GM Screen! This beautiful 4-panel screen features stunning artwork from Wayne Reynolds on the player’s side, and a huge number of charts and tables on the GM side to speed up play and reduce time spent leafing through rulebooks in search of an obscure modifier or result. From skill check Difficulty Classes to twoweapon fighting modifiers, the Pathfinder Roleplaying Game GM Screen gives you the tools you need to keep the game fast and fun. Constructed of ultra-high-grade hardcover book stock, this durable screen is perfect for travel, convention play, or repeated regular use.

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MISCELLANEOUS COMBAT SKILLS SKILLS Acrobatics DC 0 5

Moving Across a Narrow Surface Greater than 3 feet wide 1–3 feet wide 7–11 inches wide

10 15

2–6 inches wide Less than 2 inches wide

20 Acrobatics DC Opponent’s CMD 5 + opponent’s CMD

Move Through a Threatened Area Move through a threatened area Move through an enemy’s space

Acrobatics DC 5

Long Jump 5 feet 10 feet

10 15

15 feet Greater than 10 feet High Jump

+5 per 5 feet

1 foot 2 feet 3 feet

Diplomacy (page 93)

DC Modifier +2 +5 +2 +5 +2 +5 +2 +5

Slightly sloped (45°) water) Slightly unsteady (boat in rough storm) Moderately unsteady (boat in a +10 Severely unsteady (earthquake) +5 uneven surfaces Move at full speed on narrow or increase the DC to 10 or higher. 1 No check needed unless modifiers additional opp. avoided in 1 round. 2 Increase the DC by 2 for each made to jump. 3 This does not apply to checks

Bluff (opposed by Sense Motive,

page 90)

Circumstances The target wants to believe you

Bluff Modifier +5 +0 –5

The lie is believable The lie is unlikely The lie is far-fetched The lie is impossible The target is drunk or impaired You possess convincing proof

–10 –20 +5 up to +10

Wind Effects on Flight (page 96)

Wind Speed 0–10 mph 11–20 mph 21–30 mph 31–50 mph 51–74 mph 75–174 mph 175+ mph

Diplomacy DC

Starting Attitude Hostile Unfriendly Indifferent Friendly Helpful

12 +4 per foot

Greater than 3 feet

Climb DC 0 5

Example Surface or Activity next to a wall A steep slope, or a knotted rope rope A rope next to a wall or a knotted 10 or ship rigging A surface with ledges, rough wall, or an unknotted rope 15 Any surface with handholds, a tree, 20 handholds An uneven surface with narrow 25 or brick wall A rough surface, such as a rock 30 only An overhang or ceiling with handholds inverted) surface cannot be climbed. A perfectly smooth, vertical (or DC Modifier Climb Modifiers –10 Brace against two opposite walls –5 walls Brace against two perpendicular +5 slippery is Surface

Acrobatics DC 4 8

Acrobatics Modifiers Slightly obstructed (gravel, sand) Severely obstructed (cavern, rubble) Slightly slippery (wet) Severely slippery (icy)

Wind Force Light Moderate Strong Severe Windstorm Hurricane Tornado

Attack Roll Modifiers (page 195) Ride (page 103)

Heal (page 98) Climb (page 90)

Acrobatics (page 87)

Checked Size — — Tiny Small Medium Large Huge

25 + Cha modifier 20 + Cha modifier 15 + Cha modifier

10 + Cha modifier 0 + Cha modifier DC Modifier Request –5 Give simple advice or directions +0 Give detailed advice or simple aid +5 give complicated aid Reveal an unimportant secret or +10 Give dangerous aid +10 or more Reveal an important secret +15 or more Give aid that could result in punishment

Disable Device (page 94) Device

Simple (jam a lock) Tricky (sabotage a wagon) Difficult (disarm or reset a trap) Extreme (disarm a complex trap)

Disable Device DC

Time 1 round 1d4 rounds 2d4 rounds 2d4 rounds

Fly (page 96) Flying Maneuver flying Move less than half speed and remain Hover 5 ft. of movement Turn greater than 45° by spending Turn 180° by spending 10 feet of Fly up at greater than 45° angle

Blown Away Size — — — Tiny Small Medium Large

movement

Fly Penalty — — –2 –4 –8 –12 –16

10 15 20 25

Fly DC 10 15 15 20 20

Heal DC Task 15 First aid 15 Long-term care growth, or spike stones 15 Treat wounds from caltrops, spike 20 Treat deadly wounds Poison’s save DC Treat poison Disease’s save DC Treat disease Knowledge DC Task 10 Easy question 15 Basic question 20+ Hard question 15 + spell level (Arcana) Identify aura’s using detect magic 20 + spell level (Arcana) Identify a spell effect that is in place 15 + hazard’s CR Identify underground hazard (Dungeoneering) 10 (Engineering) Identify dangerous construction 15 (Geography) Recognize regional terrain features 20 (History) Know obscure or anicent event 10 locations (Local) Know local laws, rulers, and popular 10 (Nature) Identify a common plant or animal 15 Know proper etiquette (Nobility) 20 (Planes) Identify a creature’s planar origin 10 or clergy (Religion) symol deity’s common a Recognize (varies) 10 + monster’s CR Know a monster’s abilities or weaknesses

Perception (page 102) Detail Hear the sound of battle Detect the smell of smoke Hear the details of a conversation

Notice a visible creature Hear the sound of a creature walking conversation Hear the details of a whispered Find the average concealed door in a lock Hear the sound of a key being turned Find the average secret door you Sense a burrowing creature underneath Notice a creature using Stealth Find a hidden trap through taste Identify the powers of a potion

Perception Modifiers or creature Distance to the source, object, Through a closed door Through a wall Favorable conditions Unfavorable conditions Terrible conditions Creature making the check is distracted Creature making the check is asleep

Perception DC –10 0 0 0 10 15 15 20 20 25 Opposed by Stealth Varies by trap 15 + the potion’s CL

10 15 15 15 15

Cover Soft fall Leap Spur mount Control mount in battle Fast mount or dismount

Knowledge (page 99)

Task Identify a spell as it is being cast scroll Learn a spell from a spellbook or spellbook Prepare a spell from a borrowed detect magic Identify magic item powers using Decipher a scroll

Spellcraft DC 15 + spell level 15 + spell level 15 + spell level 15 + item’s caster level 20 + spell level

Survival (page 107)

Track Creature’s Over Listed Surface Very soft ground Soft ground Firm ground Hard ground Tracking Modifiers being tracked Every three creatures in the group tracked: Size of creature or creatures being Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal made Every 24 hours since the trail was was made Every hour of rain since the trail Fresh snow since the trail was made

–2 +2 +5 +5 +10

+20 Creature or object is invisible being conditions depend upon the sense 1 Favorable and unfavorable used to make the check. but more extreme. 2 As for unfavorable conditions,

Survival DC 5

Poor visibility: Overcast or moonless night Moonlight Fog or precipitation at half speed) Tracked party hides trail (and moves from this category.

10 15 20 DC Modifier –1 +8 +4 +2 +1 +0 –1 –2 –4 –8 +1 +1 +10 +6 +3 +3 +5

1 Apply only the largest modifier

Swim (move at quarter speed, page

108)

Swim DC Water Condition 10 Calm water 15 Rough water 20 Stormy water you aren’t check in stormy water, even if 1 You can’t take 10 on a Swim otherwise being threatened or distracted.

Armor Class Modifiers (page 195) Defender is... Behind cover Blinded Concealed or invisible Cowering Entangled Flat-footed Grappling (but attacker is not) Helpless Kneeling or sitting Pinned Prone Squeezing through a space

Armor and Weapon Hardness and

Combat Maneuvers (page 198) Melee –1

Ranged –1

–2 +2

–2 —

+2 +1

+2 +0

— –4 Prone –2 –2 Shaken or frightened –4 –4 Squeezing through a space takes a –4 penalty to Dex. 1 An entangled character also to AC. 2 The defender loses any Dex bonus be used while the attacker is prone. 3 Most ranged weapons can’t

20 20

Spellcraft (page 106)

DC Modifier +1/10 feet +5 +10/ft. of wall

Attacker is... Dazzled Entangled Flanking defender Invisible On higher ground

Ride DC 5 5

Task Guide with knees Stay in saddle Fight with a combat-trained mount

Melee +4

Ranged +4

–2 –2 see page 196 –2 –2 +0 +0 +0 –4 –2

+0 +0 +0 +0 +2

+0 –4 +4 –4 –4 –4 –2 –2 Stunned to AC. 1 The defender loses any Dex bonus a –4 penalty to Dex. 2 An entangled character takes cannot add his Dex bonus to AC. 3 The defender is flat-footed and

size modifier CMB = BAB + Str modifier + special +10 modifier + special size modifier CMD = BAB + Str modifier + Dex CMD for every 5 by which check exceeds Bull Rush Push target 5 ft., +5 ft. items if check exceeds CMD by 10 Disarm Target drops 1 item or 2 gain grappled condition Grapple Both target and attacker 5 prone if check exceeds CMD by Overrun Move through target, knocked or worn by target Sunder Deal damage to item held or more knocked prone if check fails by 10 Trip Knock target prone, attacker

Two-Weapon Fighting Penalties

(page 202)

Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Off-hand weapon is light and

Primary Hand Off Hand –10 –6 –8 –4 –4 –4 –2 –2

Two-Weapon Fighting feat

Concentration Checks (page 206) Situation Cast defensively Injured while casting

Continuous damage while casting Affected by a non-damaging spell Grappled or pinned while casting

Concentration DC 15 + double spell level 10 + damage dealt + spell level 10 + 1/2 damage dealt + spell level DC of the spell + spell level

Vigorous motion while casting Violent motion while casting casting Extremely violent motion while Wind with rain or sleet while casting casting Wind with hail and debris while Weather caused by spell Entangled while casting

10 + grappler’s CMB 10 + spell level 15 + spell level 20 + spell level 5 + spell level 10 + spell level see spell 15 + spell level

or take action that requires 2 Grappled: Creature cannot move maneupenalty to AC, loses Dex bonus –2 penalty to attacks and combat Blinded: Creature takes a –2 skill hands. –4 penalty to Dex. on most Str- and Dex-based Must make concentration check to AC, and takes a –4 penalty vers (except checks made to escape). skill checks. All opponents are of opportunity. checks and on opposed Perception to cast spells. Cannot take attacks at(50% miss chance) against take a move action and cannot considered to have total concealment Nauseated: Creature can only must make a DC 10 Acrobatics the blinded c haracter. Creatures tack, cast spells, or concentrate. half speed or fall prone. creature drops held items. skill check to move faster than Panicked: As Frightened, except on attack and damage rolls Dex reduced to 0. Fliers using Broken: Weapons suffer a –2 penalty Paralyzed: Creature’s Str and dama natural 20 and only deal ×2 and only score a critical hit on wings fall. Creature is helpless. takes a –4 AC bonus and double armor lat-footed, half f is grant creature shields and except age. Armor Pinned: As grappled, or staves use twice as many chages. verbal or mental actions (except check penalty. Broken wands penalty to AC, and can only take 26–50: Babble for one round, Confused: 01–25: Act normally, to escape). made checks creature. self, 76–100: Attack nearest on attack rolls, saving throws, 51–75: Deal 1d8 + Str damage to Shaken: Creature takes a –2 penalty are anchored, otherwise move checks. Entangled: No movement if bonds a –4 skill checks, and ability –2 penalty on all attack rolls and penalty on all attack rolls, weapon at half speed. Creature takes a Sickened: Creature takes a –2 check to cast spells. skill checks, and ability checks. penalty to Dex. Must make concentration and damage rolls, saving throws, half speed. –6 penalty to Str take a move action or standard Exhausted: Creature moves at Staggered: Creature can only Dex. Rest 1 hour to become fatigued. action (plus swift and immediate). or charge. –2 penalty to Str and actions, drops everything held, Fatigued: Creature cannot run Stunned: Creature cannot take loses its Dex bonus to AC (if any). Dex. Rest 8 hours to remove. takes a –2 penalty to AC, and creature must f lee from source. Frightened: As shaken, except

Common Conditions (page 565)

Experience Point Awards (page 399)

Hit Points (page 173) Hit Points 2 5

Hardness 10 10 10 10 10 5 5 5 5

Weapon or Shield Light blade One-handed blade

Two-handed blade Light metal-hafted weapon One-handed metal-hafted weapon Light hafted weapon One-handed hafted weapon Two-handed hafted weapon Projectile weapon Armor Buckler Light wooden shield Heavy wooden shield

10 10 20 2 5 10 5 armor bonus × 5 5 7

special 10 5 5

15

10 10 Light steel shield 20 10 Heavy steel shield 20 5 Tower shield bonus of magic items. 1 Add +2 for each +1 enhancement it by smaller than Medium, or multiply 2 Divide by 2 for each size category Medium. 2 for each size category larger than bonus of magic items. 3 Add 10 hp for each +1 enhancement 4 Varies by material.

Substance Hardness and Hit Points Substance Glass Paper or cloth Rope Ice Leather or hide Wood Stone Iron or steel Mithral Adamantine

Small chest Good wooden door Treasure chest Strong wooden door Wooden portcullis Stone door Masonry wall (1 ft. thick) Hewn stone (3 ft. thick)

30/in. of thickness 30/in. of thickness 40/in. of thickness

20

Points (page 173) Hit Points 2 10 1 15 15 20 30

60 8 90 8 540 8 5 10 10 10 10 10 60 10 60 10 entry to break. to lift the portcullis, use the door

Chain Manacles Masterwork manacles Iron portcullis Iron door (2 in. thick) 1 DC

15/in. of thickness

8 10 15

Hardness 0 5 5 5 5 5 5

Hit Points

1/in. of thickness 2/in. of thickness 2/in. of thickness 3/in. of thickness 5/in. of thickness 10/in. of thickness

0 0 0 2 5

Common Object Hardness and Hit Object Rope (1 in. diameter) Simple wooden door

(page 173)

Hardness 1

Break DC 23 13 17 18 23 23 25 28 35 50 26 26 28 25 28

CR 1/8 1/6 1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

1–3 PCs 15

Total XP 50 65

20 35 45 65

100 135 200 400 600 800

135 200 265 400 535

1,200 1,600 2,400 3,200

800 1,070 1,600 2,130

4,800 6,400 9,600

3,200 4,270

12,800 19,200 25,600 38,400 51,200

6,400 8,530 12,800 17,100 25,600 34,100 51,200

76,800 102,400 153,600

68,300

204,800 307,200

102,000 137,000

409,600 614,400 819,200

205,000 273,000

1,228,800 1,638,400

410,000 546,000

4–5 PCs 15 15 25 35 50 100 150 200 300 400 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 12,800 19,200 25,600 38,400 51,200 76,800 102,400 153,600 204,800 307,200 409,600

Treasure Values per Encounter (page Average Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Slow

170 gp 350 gp 550 gp 750 gp 1,000 gp 1,350 gp 1,750 gp 2,200 gp 2,850 gp 3,650 gp 4,650 gp 6,000 gp 7,750 gp 10,000 gp 13,000 gp 16,500 gp 22,000 gp 28,000 gp 35,000 gp 44,000 gp

399)

Medium 260 gp 550 gp 800 gp 1,150 gp 1,550 gp 2,000 gp 2,600 gp 3,350 gp 4,250 gp 5,450 gp 7,000 gp 9,000 gp 11,600 gp 15,000 gp 19,500 gp 25,000 gp 32,000 gp 41,000 gp 53,000 gp 67,000 gp

6+ PCs 10 10 15 25 35 65 100 135 200 265 400 535 800 1,070 1,600 2,130 3,200 4,270 6,400 8,530 12,800 17,100 25,600 34,100 51,200 68,300 102,400 137,000 204,800 273,000

Fast 400 gp 800 gp 1,200 gp 1,700 gp 2,300 gp 3,000 gp 3,900 gp 5,000 gp 6,400 gp 8,200 gp 10,500 gp 13,500 gp 17,500 gp 22,000 gp 29,000 gp 38,000 gp 48,000 gp 62,000 gp 79,000 gp 100,000 gp

©2009, Paizo Publishing, LLC.

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SKILLS

SKILLS

COMBAT

Acrobatics (page 87)

Climb (page 90)

Heal (page 98)

Ride (page 103)

Moving Across a Narrow Surface Acrobatics DC Greater than 3 feet wide 01 1–3 feet wide 51 7–11 inches wide 10 2–6 inches wide 15 Less than 2 inches wide 20 Move Through a Threatened Area Acrobatics DC2 Move through a threatened area Opponent’s CMD Move through an enemy’s space 5 + opponent’s CMD Long Jump Acrobatics DC 5 feet 5 10 feet 10 15 feet 15 Greater than 10 feet +5 per 5 feet High Jump Acrobatics DC 1 foot 4 2 feet 8 3 feet 12 Greater than 3 feet +4 per foot Acrobatics Modifiers DC Modifier Slightly obstructed (gravel, sand) +2 Severely obstructed (cavern, rubble) +5 Slightly slippery (wet) +2 Severely slippery (icy) +5 Slightly sloped (45°) +5 Slightly unsteady (boat in rough water) +2 Moderately unsteady (boat in a storm) +5 Severely unsteady (earthquake) +10 Move at full speed on narrow or uneven surfaces +53 1 No check needed unless modifiers increase the DC to 10 or higher. 2 Increase the DC by 2 for each additional opp. avoided in 1 round. 3 This does not apply to checks made to jump.

Example Surface or Activity Climb DC A steep slope, or a knotted rope next to a wall 0 A rope next to a wall or a knotted rope 5 A surface with ledges, rough wall, or ship rigging 10 Any surface with handholds, a tree, or an unknotted rope 15 An uneven surface with narrow handholds 20 A rough surface, such as a rock or brick wall 25 An overhang or ceiling with handholds only 30 A perfectly smooth, vertical (or inverted) surface cannot be climbed. Climb Modifiers DC Modifier Brace against two opposite walls –10 Brace against two perpendicular walls –5 Surface is slippery +5

Task Heal DC First aid 15 Long-term care 15 Treat wounds from caltrops, spike growth, or spike stones 15 Treat deadly wounds 20 Treat poison Poison’s save DC Treat disease Disease’s save DC

Task Guide with knees Stay in saddle Fight with a combat-trained mount Cover Soft fall Leap Spur mount Control mount in battle Fast mount or dismount

Bluff (opposed by Sense Motive, page 90) Circumstances The target wants to believe you The lie is believable The lie is unlikely The lie is far-fetched The lie is impossible The target is drunk or impaired You possess convincing proof

Bluff Modifier +5 +0 –5 –10 –20 +5 up to +10

Diplomacy (page 93) Starting Attitude Diplomacy DC Hostile 25 + Cha modifier Unfriendly 20 + Cha modifier Indifferent 15 + Cha modifier Friendly 10 + Cha modifier Helpful 0 + Cha modifier Request DC Modifier Give simple advice or directions –5 Give detailed advice or simple aid +0 Reveal an unimportant secret or give complicated aid +5 Give dangerous aid +10 Reveal an important secret +10 or more Give aid that could result in punishment +15 or more

Disable Device (page 94) Device

Time

Disable Device DC

Simple (jam a lock) 1 round Tricky (sabotage a wagon) 1d4 rounds Difficult (disarm or reset a trap) 2d4 rounds Extreme (disarm a complex trap) 2d4 rounds

Fly (page 96) Flying Maneuver Move less than half speed and remain flying Hover Turn greater than 45° by spending 5 ft. of movement Turn 180° by spending 10 feet of movement Fly up at greater than 45° angle

Wind Effects on Flight (page 96) Wind Force Light Moderate Strong Severe Windstorm Hurricane Tornado

Wind Speed 0–10 mph 11–20 mph 21–30 mph 31–50 mph 51–74 mph 75–174 mph 175+ mph

Checked Size — — Tiny Small Medium Large Huge

10 15 20 25

Blown Away Size — — — Tiny Small Medium Large

Fly Penalty — — –2 –4 –8 –12 –16

Fly DC 10 15 15 20 20

Knowledge (page 99) Task Knowledge DC Easy question 10 Basic question 15 Hard question 20+ Identify aura’s using detect magic (Arcana) 15 + spell level Identify a spell effect that is in place (Arcana) 20 + spell level Identify underground hazard (Dungeoneering) 15 + hazard’s CR Identify dangerous construction (Engineering) 10 Recognize regional terrain features (Geography) 15 Know obscure or anicent event (History) 20 Know local laws, rulers, and popular locations (Local) 10 Identify a common plant or animal (Nature) 10 Know proper etiquette (Nobility) 15 Identify a creature’s planar origin (Planes) 20 Recognize a common deity’s symol or clergy (Religion) 10 Know a monster’s abilities or weaknesses (varies) 10 + monster’s CR

Perception (page 102) Detail Perception DC Hear the sound of battle –10 Detect the smell of smoke 0 Hear the details of a conversation 0 Notice a visible creature 0 Hear the sound of a creature walking 10 Hear the details of a whispered conversation 15 Find the average concealed door 15 Hear the sound of a key being turned in a lock 20 Find the average secret door 20 Sense a burrowing creature underneath you 25 Notice a creature using Stealth Opposed by Stealth Find a hidden trap Varies by trap Identify the powers of a potion through taste 15 + the potion’s CL Perception Modifiers DC Modifier Distance to the source, object, or creature +1/10 feet Through a closed door +5 Through a wall +10/ft. of wall Favorable conditions1 –2 Unfavorable conditions1 +2 Terrible conditions2 +5 Creature making the check is distracted +5 Creature making the check is asleep +10 Creature or object is invisible +20 1 Favorable and unfavorable conditions depend upon the sense being used to make the check. 2 As for unfavorable conditions, but more extreme.

Attack Roll Modifiers (page 195) Ride DC 5 5 10 15 15 15 15 20 20

Spellcraft (page 106) Task Spellcraft DC Identify a spell as it is being cast 15 + spell level Learn a spell from a spellbook or scroll 15 + spell level Prepare a spell from a borrowed spellbook 15 + spell level Identify magic item powers using detect magic 15 + item’s caster level Decipher a scroll 20 + spell level

Survival (page 107) Track Creature’s Over Listed Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Tracking Modifiers DC Modifier Every three creatures in the group being tracked –1 Size of creature or creatures being tracked:1 Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large –1 Huge –2 Gargantuan –4 Colossal –8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow since the trail was made +10 Poor visibility:1 Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 Apply only the largest modifier from this category.

Swim (move at quarter speed, page 108) Water Condition Swim DC Calm water 10 Rough water 15 Stormy water 201 1 You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.

Attacker is... Melee Ranged Dazzled –1 –1 Entangled –21 –21 Flanking defender +2 — Invisible +22 +22 On higher ground +1 +0 Prone –4 —3 Shaken or frightened –2 –2 Squeezing through a space –4 –4 1 An entangled character also takes a –4 penalty to Dex. 2 The defender loses any Dex bonus to AC. 3 Most ranged weapons can’t be used while the attacker is prone.

Armor Class Modifiers (page 195) Defender is... Melee Ranged Behind cover +4 +4 Blinded –21 –21 Concealed or invisible see page 196 Cowering –21 –21 2 Entangled +0 +02 1 Flat-footed +0 +01 1 Grappling (but attacker is not) +0 +01 3 Helpless –4 +03 Kneeling or sitting –2 +2 Pinned –43 +03 Prone –4 +4 Squeezing through a space –4 –4 Stunned –21 –21 1 The defender loses any Dex bonus to AC. 2 An entangled character takes a –4 penalty to Dex. 3 The defender is flat-footed and cannot add his Dex bonus to AC.

MISCELLANEOUS Combat Maneuvers (page 198)

Armor and Weapon Hardness and Hit Points (page 173)

CMB = BAB + Str modifier + special size modifier CMD = BAB + Str modifier + Dex modifier + special size modifier +10 Bull Rush Push target 5 ft., +5 ft. for every 5 by which check exceeds CMD Disarm Target drops 1 item or 2 items if check exceeds CMD by 10 Grapple Both target and attacker gain grappled condition Overrun Move through target, knocked prone if check exceeds CMD by 5 Sunder Deal damage to item held or worn by target Trip Knock target prone, attacker knocked prone if check fails by 10 or more

Two-Weapon Fighting Penalties (page 202) Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Off-hand weapon is light and Two-Weapon Fighting feat

Primary Hand Off Hand –6 –10 –4 –8 –4 –4 –2 –2

Concentration Checks (page 206) Situation Concentration DC Cast defensively 15 + double spell level Injured while casting 10 + damage dealt + spell level Continuous damage while casting 10 + 1/2 damage dealt + spell level Affected by a non-damaging spell DC of the spell + spell level Grappled or pinned while casting 10 + grappler’s CMB Vigorous motion while casting 10 + spell level Violent motion while casting 15 + spell level Extremely violent motion while casting 20 + spell level Wind with rain or sleet while casting 5 + spell level Wind with hail and debris while casting 10 + spell level Weather caused by spell see spell Entangled while casting 15 + spell level

Common Conditions (page 565) Blinded: Creature takes a –2 p­enalty to AC, loses Dex bonus to AC, and takes a –4 penalty on most Str- and Dex-based skill checks and on opposed Perception skill checks. All opponents are considered to have total concealment (50% miss chance) against the blinded c­h aracter. Creatures must make a DC 10 Acrobatics skill check to move faster than half speed or fall prone. Broken: Weapons suffer a –2 penalty on attack and damage rolls and only score a critical hit on a natural 20 and only deal ×2 damage. Armor and shields grant half AC bonus and double armor check penalty. Broken wands or staves use twice as many chages. Confused: 01–25: Act normally, 26–50: Babble for one round, 51–75: Deal 1d8 + Str damage to self, 76–100: Attack nearest creature. Entangled: No movement if bonds are anchored, otherwise move at half speed. Creature takes a –2 penalty on all attack rolls and a –4 penalty to Dex. Must make concentration check to cast spells. Exhausted: Creature moves at half speed. –6 penalty to Str and Dex. Rest 1 hour to become fatigued. Fatigued: Creature cannot run or charge. –2 penalty to Str and Dex. Rest 8 hours to remove. Frightened: As shaken, except creature must f lee from source.

Grappled: Creature cannot move or take action that requires 2 hands. –4 penalty to Dex. –2 penalty to attacks and combat maneuvers (except checks made to escape). Must make concentration check to cast spells. Cannot take attacks of opportunity. Nauseated: Creature can only take a move action and cannot attack, cast spells, or concentrate. Panicked: As Frightened, except creature drops held items. Paralyzed: Creature’s Str and Dex reduced to 0. Fliers using wings fall. Creature is helpless. Pinned: As grappled, except creature is f lat-footed, takes a –4 penalty to AC, and can only take verbal or mental actions (except checks made to escape). Shaken: Creature takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Sickened: Creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Staggered: Creature can only take a move action or standard action (plus swift and immediate). Stunned: Creature cannot take actions, drops everything held, takes a –2 penalty to AC, and loses its Dex bonus to AC (if any).

Weapon or Shield Hardness1 Hit Points2, 3 Light blade 10 2 One-handed blade 10 5 Two-handed blade 10 10 Light metal-hafted weapon 10 10 One-handed metal-hafted weapon 10 20 Light hafted weapon 5 2 One-handed hafted weapon 5 5 Two-handed hafted weapon 5 10 Projectile weapon 5 5 Armor special4 armor bonus × 5 Buckler 10 5 Light wooden shield 5 7 Heavy wooden shield 5 15 Light steel shield 10 10 Heavy steel shield 10 20 Tower shield 5 20 1 Add +2 for each +1 enhancement bonus of magic items. 2 Divide by 2 for each size category smaller than Medium, or multiply it by 2 for each size category larger than Medium. 3 Add 10 hp for each +1 enhancement bonus of magic items. 4 Varies by material.

Substance Hardness and Hit Points (page 173) Substance Glass Paper or cloth Rope Ice Leather or hide Wood Stone Iron or steel Mithral Adamantine

Hardness 1 0 0 0 2 5 8 10 15 20

Hit Points 1/in. of thickness 2/in. of thickness 2/in. of thickness 3/in. of thickness 5/in. of thickness 10/in. of thickness 15/in. of thickness 30/in. of thickness 30/in. of thickness 40/in. of thickness

Common Object Hardness and Hit Points (page 173) Object Hardness Hit Points Rope (1 in. diameter) 0 2 Simple wooden door 5 10 Small chest 5 1 Good wooden door 5 15 Treasure chest 5 15 Strong wooden door 5 20 Wooden portcullis 5 30 Stone door 8 60 Masonry wall (1 ft. thick) 8 90 Hewn stone (3 ft. thick) 8 540 Chain 10 5 Manacles 10 10 Masterwork manacles 10 10 Iron portcullis 10 60 Iron door (2 in. thick) 10 60 1 DC to lift the portcullis, use the door entry to break.

Break DC 23 13 17 18 23 23 251 28 35 50 26 26 28 251 28

Experience Point Awards (page 399) CR 1/8 1/6 1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Total XP 50 65 100 135 200 400 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 12,800 19,200 25,600 38,400 51,200 76,800 102,400 153,600 204,800 307,200 409,600 614,400 819,200 1,228,800 1,638,400

1–3 PCs 15 20 35 45 65 135 200 265 400 535 800 1,070 1,600 2,130 3,200 4,270 6,400 8,530 12,800 17,100 25,600 34,100 51,200 68,300 102,000 137,000 205,000 273,000 410,000 546,000

4–5 PCs 15 15 25 35 50 100 150 200 300 400 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 12,800 19,200 25,600 38,400 51,200 76,800 102,400 153,600 204,800 307,200 409,600

6+ PCs 10 10 15 25 35 65 100 135 200 265 400 535 800 1,070 1,600 2,130 3,200 4,270 6,400 8,530 12,800 17,100 25,600 34,100 51,200 68,300 102,400 137,000 204,800 273,000

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Treasure Values per Encounter (page 399) Average Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Slow 170 gp 350 gp 550 gp 750 gp 1,000 gp 1,350 gp 1,750 gp 2,200 gp 2,850 gp 3,650 gp 4,650 gp 6,000 gp 7,750 gp 10,000 gp 13,000 gp 16,500 gp 22,000 gp 28,000 gp 35,000 gp 44,000 gp

Medium 260 gp 550 gp 800 gp 1,150 gp 1,550 gp 2,000 gp 2,600 gp 3,350 gp 4,250 gp 5,450 gp 7,000 gp 9,000 gp 11,600 gp 15,000 gp 19,500 gp 25,000 gp 32,000 gp 41,000 gp 53,000 gp 67,000 gp

Fast 400 gp 800 gp 1,200 gp 1,700 gp 2,300 gp 3,000 gp 3,900 gp 5,000 gp 6,400 gp 8,200 gp 10,500 gp 13,500 gp 17,500 gp 22,000 gp 29,000 gp 38,000 gp 48,000 gp 62,000 gp 79,000 gp 100,000 gp

©2009, Paizo Publishing, LLC.

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the

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Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game GM Screen © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.

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GUARD YOUR SECRETS!

Gm Screen

Protect your important notes and die rolls from prying player eyes with the Pathfinder Roleplaying Game GM Screen! This beautiful 4-panel screen features stunning artwork from Wayne Reynolds on the player’s side, and a huge number of charts and tables on the GM side to speed up play and reduce time spent leafing through rulebooks in search of an obscure modifier or result. From skill check Difficulty Classes to twoweapon fighting modifiers, the Pathfinder Roleplaying Game GM Screen gives you the tools you need to keep the game fast and fun. Constructed of ultra-high-grade hardcover book stock, this durable screen is perfect for travel, convention play, or repeated regular use.

MISCELLANEOUS COMBAT SKILLS SKILLS Acrobatics DC 0 5

Moving Across a Narrow Surface Greater than 3 feet wide 1–3 feet wide 7–11 inches wide

10 15

2–6 inches wide Less than 2 inches wide

20 Acrobatics DC Opponent’s CMD 5 + opponent’s CMD

Move Through a Threatened Area Move through a threatened area Move through an enemy’s space

Acrobatics DC 5

Long Jump 5 feet 10 feet

10 15

15 feet Greater than 10 feet High Jump

+5 per 5 feet

1 foot 2 feet 3 feet

Diplomacy (page 93)

DC Modifier +2 +5 +2 +5 +2 +5 +2 +5

Slightly sloped (45°) water) Slightly unsteady (boat in rough storm) Moderately unsteady (boat in a +10 Severely unsteady (earthquake) +5 uneven surfaces Move at full speed on narrow or increase the DC to 10 or higher. 1 No check needed unless modifiers additional opp. avoided in 1 round. 2 Increase the DC by 2 for each made to jump. 3 This does not apply to checks

Bluff (opposed by Sense Motive,

page 90)

Circumstances The target wants to believe you

Bluff Modifier +5 +0 –5

The lie is believable The lie is unlikely The lie is far-fetched The lie is impossible The target is drunk or impaired You possess convincing proof

–10 –20 +5 up to +10

Wind Effects on Flight (page 96)

Wind Speed 0–10 mph 11–20 mph 21–30 mph 31–50 mph 51–74 mph 75–174 mph 175+ mph

Diplomacy DC

Starting Attitude Hostile Unfriendly Indifferent Friendly Helpful

12 +4 per foot

Greater than 3 feet

Climb DC 0 5

Example Surface or Activity next to a wall A steep slope, or a knotted rope rope A rope next to a wall or a knotted 10 or ship rigging A surface with ledges, rough wall, or an unknotted rope 15 Any surface with handholds, a tree, 20 handholds An uneven surface with narrow 25 or brick wall A rough surface, such as a rock 30 only An overhang or ceiling with handholds inverted) surface cannot be climbed. A perfectly smooth, vertical (or DC Modifier Climb Modifiers –10 Brace against two opposite walls –5 walls Brace against two perpendicular +5 slippery is Surface

Acrobatics DC 4 8

Acrobatics Modifiers Slightly obstructed (gravel, sand) Severely obstructed (cavern, rubble) Slightly slippery (wet) Severely slippery (icy)

Wind Force Light Moderate Strong Severe Windstorm Hurricane Tornado

Attack Roll Modifiers (page 195) Ride (page 103)

Heal (page 98) Climb (page 90)

Acrobatics (page 87)

Checked Size — — Tiny Small Medium Large Huge

25 + Cha modifier 20 + Cha modifier 15 + Cha modifier

10 + Cha modifier 0 + Cha modifier DC Modifier Request –5 Give simple advice or directions +0 Give detailed advice or simple aid +5 give complicated aid Reveal an unimportant secret or +10 Give dangerous aid +10 or more Reveal an important secret +15 or more Give aid that could result in punishment

Disable Device (page 94) Device

Simple (jam a lock) Tricky (sabotage a wagon) Difficult (disarm or reset a trap) Extreme (disarm a complex trap)

Disable Device DC

Time 1 round 1d4 rounds 2d4 rounds 2d4 rounds

Fly (page 96) Flying Maneuver flying Move less than half speed and remain Hover 5 ft. of movement Turn greater than 45° by spending Turn 180° by spending 10 feet of Fly up at greater than 45° angle

Blown Away Size — — — Tiny Small Medium Large

movement

Fly Penalty — — –2 –4 –8 –12 –16

10 15 20 25

Fly DC 10 15 15 20 20

Heal DC Task 15 First aid 15 Long-term care growth, or spike stones 15 Treat wounds from caltrops, spike 20 Treat deadly wounds Poison’s save DC Treat poison Disease’s save DC Treat disease Knowledge DC Task 10 Easy question 15 Basic question 20+ Hard question 15 + spell level (Arcana) Identify aura’s using detect magic 20 + spell level (Arcana) Identify a spell effect that is in place 15 + hazard’s CR Identify underground hazard (Dungeoneering) 10 (Engineering) Identify dangerous construction 15 (Geography) Recognize regional terrain features 20 (History) Know obscure or anicent event 10 locations (Local) Know local laws, rulers, and popular 10 (Nature) Identify a common plant or animal 15 Know proper etiquette (Nobility) 20 (Planes) Identify a creature’s planar origin 10 or clergy (Religion) symol deity’s common a Recognize (varies) 10 + monster’s CR Know a monster’s abilities or weaknesses

Perception (page 102) Detail Hear the sound of battle Detect the smell of smoke Hear the details of a conversation

Notice a visible creature Hear the sound of a creature walking conversation Hear the details of a whispered Find the average concealed door in a lock Hear the sound of a key being turned Find the average secret door you Sense a burrowing creature underneath Notice a creature using Stealth Find a hidden trap through taste Identify the powers of a potion

Perception Modifiers or creature Distance to the source, object, Through a closed door Through a wall Favorable conditions Unfavorable conditions Terrible conditions Creature making the check is distracted Creature making the check is asleep

Perception DC –10 0 0 0 10 15 15 20 20 25 Opposed by Stealth Varies by trap 15 + the potion’s CL

10 15 15 15 15

Cover Soft fall Leap Spur mount Control mount in battle Fast mount or dismount

Knowledge (page 99)

Task Identify a spell as it is being cast scroll Learn a spell from a spellbook or spellbook Prepare a spell from a borrowed detect magic Identify magic item powers using Decipher a scroll

Spellcraft DC 15 + spell level 15 + spell level 15 + spell level 15 + item’s caster level 20 + spell level

Survival (page 107)

Track Creature’s Over Listed Surface Very soft ground Soft ground Firm ground Hard ground Tracking Modifiers being tracked Every three creatures in the group tracked: Size of creature or creatures being Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal made Every 24 hours since the trail was was made Every hour of rain since the trail Fresh snow since the trail was made

–2 +2 +5 +5 +10

+20 Creature or object is invisible being conditions depend upon the sense 1 Favorable and unfavorable used to make the check. but more extreme. 2 As for unfavorable conditions,

Survival DC 5

Poor visibility: Overcast or moonless night Moonlight Fog or precipitation at half speed) Tracked party hides trail (and moves from this category.

10 15 20 DC Modifier –1 +8 +4 +2 +1 +0 –1 –2 –4 –8 +1 +1 +10 +6 +3 +3 +5

1 Apply only the largest modifier

Swim (move at quarter speed, page

108)

Swim DC Water Condition 10 Calm water 15 Rough water 20 Stormy water you aren’t check in stormy water, even if 1 You can’t take 10 on a Swim otherwise being threatened or distracted.

Armor Class Modifiers (page 195) Defender is... Behind cover Blinded Concealed or invisible Cowering Entangled Flat-footed Grappling (but attacker is not) Helpless Kneeling or sitting Pinned Prone Squeezing through a space

Armor and Weapon Hardness and

Combat Maneuvers (page 198) Melee –1

Ranged –1

–2 +2

–2 —

+2 +1

+2 +0

— –4 Prone –2 –2 Shaken or frightened –4 –4 Squeezing through a space takes a –4 penalty to Dex. 1 An entangled character also to AC. 2 The defender loses any Dex bonus be used while the attacker is prone. 3 Most ranged weapons can’t

20 20

Spellcraft (page 106)

DC Modifier +1/10 feet +5 +10/ft. of wall

Attacker is... Dazzled Entangled Flanking defender Invisible On higher ground

Ride DC 5 5

Task Guide with knees Stay in saddle Fight with a combat-trained mount

Melee +4

Ranged +4

–2 –2 see page 196 –2 –2 +0 +0 +0 –4 –2

+0 +0 +0 +0 +2

+0 –4 +4 –4 –4 –4 –2 –2 Stunned to AC. 1 The defender loses any Dex bonus a –4 penalty to Dex. 2 An entangled character takes cannot add his Dex bonus to AC. 3 The defender is flat-footed and

size modifier CMB = BAB + Str modifier + special +10 modifier + special size modifier CMD = BAB + Str modifier + Dex CMD for every 5 by which check exceeds Bull Rush Push target 5 ft., +5 ft. items if check exceeds CMD by 10 Disarm Target drops 1 item or 2 gain grappled condition Grapple Both target and attacker 5 prone if check exceeds CMD by Overrun Move through target, knocked or worn by target Sunder Deal damage to item held or more knocked prone if check fails by 10 Trip Knock target prone, attacker

Two-Weapon Fighting Penalties

(page 202)

Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Off-hand weapon is light and

Primary Hand Off Hand –10 –6 –8 –4 –4 –4 –2 –2

Two-Weapon Fighting feat

Concentration Checks (page 206) Situation Cast defensively Injured while casting

Continuous damage while casting Affected by a non-damaging spell Grappled or pinned while casting

Concentration DC 15 + double spell level 10 + damage dealt + spell level 10 + 1/2 damage dealt + spell level DC of the spell + spell level

Vigorous motion while casting Violent motion while casting casting Extremely violent motion while Wind with rain or sleet while casting casting Wind with hail and debris while Weather caused by spell Entangled while casting

10 + grappler’s CMB 10 + spell level 15 + spell level 20 + spell level 5 + spell level 10 + spell level see spell 15 + spell level

or take action that requires 2 Grappled: Creature cannot move maneupenalty to AC, loses Dex bonus –2 penalty to attacks and combat Blinded: Creature takes a –2 skill hands. –4 penalty to Dex. on most Str- and Dex-based Must make concentration check to AC, and takes a –4 penalty vers (except checks made to escape). skill checks. All opponents are of opportunity. checks and on opposed Perception to cast spells. Cannot take attacks at(50% miss chance) against take a move action and cannot considered to have total concealment Nauseated: Creature can only must make a DC 10 Acrobatics the blinded c haracter. Creatures tack, cast spells, or concentrate. half speed or fall prone. creature drops held items. skill check to move faster than Panicked: As Frightened, except on attack and damage rolls Dex reduced to 0. Fliers using Broken: Weapons suffer a –2 penalty Paralyzed: Creature’s Str and dama natural 20 and only deal ×2 and only score a critical hit on wings fall. Creature is helpless. takes a –4 AC bonus and double armor lat-footed, half f is grant creature shields and except age. Armor Pinned: As grappled, or staves use twice as many chages. verbal or mental actions (except check penalty. Broken wands penalty to AC, and can only take 26–50: Babble for one round, Confused: 01–25: Act normally, to escape). made checks creature. self, 76–100: Attack nearest on attack rolls, saving throws, 51–75: Deal 1d8 + Str damage to Shaken: Creature takes a –2 penalty are anchored, otherwise move checks. Entangled: No movement if bonds a –4 skill checks, and ability –2 penalty on all attack rolls and penalty on all attack rolls, weapon at half speed. Creature takes a Sickened: Creature takes a –2 check to cast spells. skill checks, and ability checks. penalty to Dex. Must make concentration and damage rolls, saving throws, half speed. –6 penalty to Str take a move action or standard Exhausted: Creature moves at Staggered: Creature can only Dex. Rest 1 hour to become fatigued. action (plus swift and immediate). or charge. –2 penalty to Str and actions, drops everything held, Fatigued: Creature cannot run Stunned: Creature cannot take loses its Dex bonus to AC (if any). Dex. Rest 8 hours to remove. takes a –2 penalty to AC, and creature must f lee from source. Frightened: As shaken, except

Common Conditions (page 565)

Experience Point Awards (page 399)

Hit Points (page 173) Hit Points 2 5

Hardness 10 10 10 10 10 5 5 5 5

Weapon or Shield Light blade One-handed blade

Two-handed blade Light metal-hafted weapon One-handed metal-hafted weapon Light hafted weapon One-handed hafted weapon Two-handed hafted weapon Projectile weapon Armor Buckler Light wooden shield Heavy wooden shield

10 10 20 2 5 10 5 armor bonus × 5 5 7

special 10 5 5

15

10 10 Light steel shield 20 10 Heavy steel shield 20 5 Tower shield bonus of magic items. 1 Add +2 for each +1 enhancement it by smaller than Medium, or multiply 2 Divide by 2 for each size category Medium. 2 for each size category larger than bonus of magic items. 3 Add 10 hp for each +1 enhancement 4 Varies by material.

Substance Hardness and Hit Points Substance Glass Paper or cloth Rope Ice Leather or hide Wood Stone Iron or steel Mithral Adamantine

Small chest Good wooden door Treasure chest Strong wooden door Wooden portcullis Stone door Masonry wall (1 ft. thick) Hewn stone (3 ft. thick)

30/in. of thickness 30/in. of thickness 40/in. of thickness

20

Points (page 173) Hit Points 2 10 1 15 15 20 30

60 8 90 8 540 8 5 10 10 10 10 10 60 10 60 10 entry to break. to lift the portcullis, use the door

Chain Manacles Masterwork manacles Iron portcullis Iron door (2 in. thick) 1 DC

15/in. of thickness

8 10 15

Hardness 0 5 5 5 5 5 5

Hit Points

1/in. of thickness 2/in. of thickness 2/in. of thickness 3/in. of thickness 5/in. of thickness 10/in. of thickness

0 0 0 2 5

Common Object Hardness and Hit Object Rope (1 in. diameter) Simple wooden door

(page 173)

Hardness 1

Break DC 23 13 17 18 23 23 25 28 35 50 26 26 28 25 28

CR 1/8 1/6 1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

1–3 PCs 15

Total XP 50 65

20 35 45 65

100 135 200 400 600 800

135 200 265 400 535

1,200 1,600 2,400 3,200

800 1,070 1,600 2,130

4,800 6,400 9,600

3,200 4,270

12,800 19,200 25,600 38,400 51,200

6,400 8,530 12,800 17,100 25,600 34,100 51,200

76,800 102,400 153,600

68,300

204,800 307,200

102,000 137,000

409,600 614,400 819,200

205,000 273,000

1,228,800 1,638,400

410,000 546,000

4–5 PCs 15 15 25 35 50 100 150 200 300 400 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 12,800 19,200 25,600 38,400 51,200 76,800 102,400 153,600 204,800 307,200 409,600

Treasure Values per Encounter (page Average Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Slow

170 gp 350 gp 550 gp 750 gp 1,000 gp 1,350 gp 1,750 gp 2,200 gp 2,850 gp 3,650 gp 4,650 gp 6,000 gp 7,750 gp 10,000 gp 13,000 gp 16,500 gp 22,000 gp 28,000 gp 35,000 gp 44,000 gp

399)

Medium 260 gp 550 gp 800 gp 1,150 gp 1,550 gp 2,000 gp 2,600 gp 3,350 gp 4,250 gp 5,450 gp 7,000 gp 9,000 gp 11,600 gp 15,000 gp 19,500 gp 25,000 gp 32,000 gp 41,000 gp 53,000 gp 67,000 gp

6+ PCs 10 10 15 25 35 65 100 135 200 265 400 535 800 1,070 1,600 2,130 3,200 4,270 6,400 8,530 12,800 17,100 25,600 34,100 51,200 68,300 102,400 137,000 204,800 273,000

Fast 400 gp 800 gp 1,200 gp 1,700 gp 2,300 gp 3,000 gp 3,900 gp 5,000 gp 6,400 gp 8,200 gp 10,500 gp 13,500 gp 17,500 gp 22,000 gp 29,000 gp 38,000 gp 48,000 gp 62,000 gp 79,000 gp 100,000 gp

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