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62 rules

Name ▼ Page Description
Playing the Game 443Chapter 9: Playing the Game
Making Choices 443Pathfinder is a game where your choices determine the story’s direction.
Checks 443When success isn’t certain—whether you’re swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl’s second cousin at a soiree—you’ll attempt a check.
Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply 444Start by rolling your d20. You’ll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll.
Step 4: Determine the Degree of Success and Effect 445Many times, it’s important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail.
Specific Checks 446While most checks follow these basic rules, it’s useful to know about a few specific types of checks, how they’re used, and how they differ from one another.
Attack Rolls 446When you use a Strike action or any other attack action, you attempt a check called an attack roll.
Spell Attack Rolls 447If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature’s AC.
Perception 448Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature’s senses (described on page 464).
Saving Throws 448There are three types of saving throws: Fortitude
Skill Checks 449Pathfinder has a variety of skills, from Athletics to Medicine to Occultism. Each grants you a set of related actions that rely on you rolling a skill check.
Notating Total Modifiers 450When creating your character and adventuring you’ll record the total modifier for various important checks on your character sheet.
Special Checks 450Some categories of checks follow special rules. The most notable are flat checks and secret checks.
Damage 450In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage.
Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties 450Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you’re using a normal longsword, you’ll roll 1d8.
Damage Types 451When an attack deals a type of damage, the attack action gains that trait.
Step 3: Apply the Target’s Immunities, Weaknesses, and Resistances 451Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third.
Conditions 453The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item.
Effects 453Anything you do in the game has an effect. Many of these outcomes are easy to adjudicate during the game.
Areas 456Some effects occupy an area of a specified shape and size. An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations,
Afflictions 457Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.
Counteracting 458Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other.
Hit Points, Healing, and Dying 459All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested.
Actions 461You affect the world around you primarily by using actions, which produce effects.
Movement 463Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.
Perception 464Your Perception measures your ability to notice things, search for what’s hidden, and tell whether something about a situation is suspicious.
Light 464The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness.
Senses 464The ways a creature can use Perception depend on what senses it has.
Special Senses 465While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine.
Detecting Creatures 465There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected.
Concealment and Invisibility 467The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.
Hero Points 467Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death.
Encounter Mode 468When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world.
Structure 468An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.
Turns 468When it’s your turn to act, you can use single actions (◆), short activities (◆◆ and ◆◆◆), reactions (↩), and free actions (◇).
Basic Actions 469Basic actions represent common tasks like moving around, attacking, and helping others.
Aid ↩ 470Trigger An ally is about to use an action that requires a skill check or attack roll.
Crawl ◆ 470Requirements You are prone and your Speed is at least 10 feet. You move 5 feet by crawling and continue to stay prone.
Delay ◇ 470Trigger Your turn begins.
Drop Prone ◆ 470
Escape ◆ 470You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you.
Interact ◆ 470You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect.
Leap ◆ 470You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet.
Ready ◆◆ 470You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends.
Release ◇ 470You release something you’re holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or…
Seek ◆ 471Traits: concentrate, secret
Sense Motive ◆ 471Traits: concentrate, secret
Stand ◆ 471
Step ◆ 471Requirements Your Speed is at least 10 feet.
Stride ◆ 471You move up to your Speed (page 463).
Strike ◆ 471You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).
Take Cover ◆ 471Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
Specialty Basic Actions 472These actions are useful under specific circumstances. Some require you to have a special movement type (page 463).
Reactions in Encounters 472Your reactions let you respond immediately to what’s happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.
Movement in Encounters 473Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed.
Size, Space, and Reach 473Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in Table 9–1: Size and Reach (page 474).
Moving Through a Creature’s Space 474You can move through the space of a willing creature. If you want to move through an unwilling creature’s space, you can Tumble Through that creature’s space using Acrobatics.
Terrain 475Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.
Cover 477When you’re behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you’re behind cover.
Special Battles 477Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.
Exploration Mode 479While encounters use rounds for combat, exploration is more free form.
Downtime Mode 481Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene.