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PF2 PLAYTEST ENCOUNTERS

Standard material (bestiary/“Doomsday Dawn”) is balanced for 4 PC parties. Just +/- XP value from budget using character adjustment
values for every extra or missing PC.

Trivial​: So easy that the characters have essentially no chance of losing; they shouldn’t even need to spend significant
resources unless they are particularly wasteful. ​No XP gains normally but can award same as minor or moderate
accomplishment.

Low-Threat​: Present a veneer of difficulty and typically use some of the party’s resources; in a low-threat encounter
with characters who are particularly frugal, a character might even be reduced to zero Hit Points.

High-Threat​: A true threat to the characters, though unlikely to overpower them completely.

Severe-Threat​: The hardest encounters most groups of characters can consistently defeat, and as such they are most
appropriate for major encounters, such as with a final boss.

Extreme-Threat​: So dangerous that they are likely to be an even match for the characters, particularly if the characters
are low on resources due to prior encounters.

Creature’s XP Suggested Difficulty XP Budget Per PC Adjustment


Lvl Role
Trivial 40 or less 10 or less
Party Lvl -4 10 Low-threat
minion Low 60 15

Party Lvl -3 15 Low/high-threat High 80 20


minion
Severe 120 30
Party Lvl -2 20 Any minion or
standard Extreme 160 40

Party Lvl -1 30 Any standard


Elite / Weak Adjustments
Party Lvl 40 Any standard or
low-threat boss AC, Atk Bonus, DCs, Saving Throws, +2/-2
Skill Mods
Party Lvl +1 60 Low/ high-threat
boss Dmg of Strikes & Offense Abilities +2/-2
(Limited use ability) (+4/-4)
Party Lvl +2 80 High/severe-thre
at boss HP Increase/Decrease Based on Starting Lvl

Party Lvl +3 120 Severe/extreme- Lvl 0-1 10


threat boss
Lvl 2-4 15
Party Lvl +4 160 Extreme-threat
solo boss Lvl 5-19 20

Lvl 20+ 30
Accomplishment XP Award
These adjustments work best with martial creatures and when you
Minor 10
want a creature just a bit more powerful than normal, so you can
present a challenge that would normally be trivial or show that one
Moderate 30
enemy is stronger than its kin.
Major 80

Creature’s XP amounts are based off factoring the Party Level vs Monster Level to figure out how much XP a creature is worth to a
party of that level. So a Toad Demon can go from a Mini-Boss worth 60 XP to a Minion worth 15 XP as the party gets stronger.
BASIC PF2 COMBAT

Attack Roll Armor Class (or Touch Armor Class)


● Roll a D20. ● Start with the number 10.
● Add ​ability​ modifier. Use Strength for melee attacks and ● Add your ​dexterity​ modifier, which may be reduced by your
Dexterity for ranged, unless a weapon, power, or spell says equipment’s Dexterity modifier cap.
otherwise. ● Add character ​level​ plus your armor or unarmored
● Add character ​level​ plus your weapon/spell ​proficiency​ rank proficiency rank (-4 to 3).
(-4 to 3) ● Add best ​circumstance​ bonus and worst circumstance
● Add best ​circumstance​ bonus and worst circumstance penalty (if any).
penalty (if any). ● Add best ​conditional​ bonus and worst conditional penalty (if
● Add best ​conditional​ bonus and worst conditional penalty (if any).
any). ● Add best ​item​ bonus and worst item penalty (if any) for
● Add best ​item​ bonus and worst item penalty (if any). Armor Class (AC) or Touch Armor Class (TAC).
● Add all ​untyped​ penalties (if any). ● Add all ​untyped​ penalties (if any).
● Your strike is a ​critical success​ if the total result is 10 or
more than the target number (DC) or your d20 displays a 20.
● Otherwise your strike is a ​success i​ f the result is equal to or Proficiency Ranks
greater than the DC.
-4 Untrained, +0 Trained, +1 Expert, +2 Master or +3 Legendary.
● If neither, your strike is a ​failure​ if it was a normal melee or
ranged attack.
● If a spell or power, your strike is a critical failure if the total
result is 10 or less than the DC or your d20 displays a 1. Saving Throws
Otherwise your strike is a failure. ● Start with your character ​level​ plus your Fortitude, Reflex or
Will ​proficiency​ rank.
● Add your ​ability​ modifier. Use Constitution for Fortitude,
Dexterity for Reflex, and Wisdom for Will.
Critical Success ● Add best ​circumstance​ bonus and worst circumstance
● Descriptions of spells, powers, and skills tell what extra
penalty (if any).
effect happens.
● Add best ​conditional​ bonus and worst conditional penalty (if
● Weapons deal double damage (roll twice the usual dice and
any).
double the bonuses except for Deadly trait). They may have
● Add best ​item​ bonus and worst item penalty (if any).
extra effects depending on weapon traits.
● Add all ​untyped​ penalties (if any).
● Foes or tasks vastly superior to your capabilities may have a
normal success result despite a Critical Success attack roll.

Armor Traits
Clumsy:​ This armor’s Dexterity modifier cap also applies to Reflex
Spell Casting
Spells and powers require 1 action for each component used, whether saves and to all Dexterity-based skill and ability checks without the
Somatic (gestures), Material (items), and/or Verbal (words). Each spell attack trait.
or power must be “cast” in a single turn. Some can be cast as a Fragile:​ If fragile armor takes a Dent, it’s automatically broken.
Reaction​ or ​Free Action​. Those have an event - a ​Trigger​ - that must Noisy:​ The check penalty increases by 1 on Stealth checks
happen first to enable their use. Powers costs spell points to cast.

Weapon Traits
Agile:​ The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third
and subsequent attacks in the turn.
Attached:​ An attached weapon must be combined with another piece of gear in order to be used. The trait lists what type of item the weapon must be
attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it.(See PPTCRB Pg 182)
Backstabber:​ When you hit a flat-footed creature, this weapon deals 1 precision damage. The damage increases to 2 if the weapon is master quality
or to 3 if it’s legendary.
Backswing:​ You can use this weapon’s momentum from a miss to lead into your next attack. After missing with this weapon on your turn, you gain a
+1 circumstance bonus to your next attack with this weapon before the end of your turn.
Charge:​ If you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of
damage dice for the weapon.
Deadly:​ On a critical hit, the weapon adds a weapon damage die of the listed size. This damage increases to two dice if the weapon is master quality
and three dice if the weapon is legendary. For instance, a master-quality rapier deals 2d6 additional piercing damage on a critical hit.
Disarm:​ Can use this weapon to Disarm with the Athletics skill even without a free hand. This uses the weapon’s reach (if different from your own)
and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Disarm using the weapon,
you can drop the weapon to treat it as a normal failure. On a critical success, you still need a free hand if you want to take the item.
Fatal: ​Includes a die size. On a critical hit, all the weapon’s damage dice increase to that die size instead of the normal dice, plus the weapon adds
another die of damage of the listed size.
Finesse:​ Dex instead of Str when making attack rolls with this melee wpn. Still use Str when calculating damage.

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Forceful:​ This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the second
attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus
to damage equal to double the number of weapon damage dice.
Free-Hand:​ This weapon doesn’t take up your hand, usually because it is built into your armor. Can’t be Disarmed. Can use the hand covered by
your free-hand weapon to wield other items, perform manipulate actions, and so forth. Can’t attack with a free-hand weapon if wielding anything in
that hand or using the hand for something else. When not wielding anything and not using the hand, you can use abilities that require you to have a
hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Monk:​ Monks can use these weapons with their abilities that normally require unarmed attacks.
Nonlethal:​ All attacks with this weapon are nonlethal (see page 294), and are used to knock creatures unconscious instead of kill them.
Parry:​ This weapon can be used defensively to block attacks. While wielding this weapon, you can spend an action to position your weapon
defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Propulsive:​ +(Str bonus)/2 dmg or -(Str penalty) dmg
Reach:​ +5 ft attack range
Shove:​ can Shove. Drop to treat crit fail as normal fail.
Sweep:​ +1 circ. on 2nd+ target/round
Thrown (X ft)​: Use at range
Trip:​ can Trip. Drop to treat crit fail as normal fail.
Twin:​ +(# of d) dmg if already attacked with partner
Two-Hand:​ if 2H, dmg dice are dXs
Unarmed:​ Not a weapon, ​Free-Hand
Versatile (A):​ Damage type can be A instead.
Volley (X ft):​ -2 to attacks within X ft

BASIC PF2 PLAYER CONDITIONS


Accelerated​: One type of movement Speed is increased by a given distance per action. All types increase if the movement type is unspecified.
Asleep:​ Can’t act. Gain the Blinded and Flat-footed conditions. Take a -4 conditional penalty to Armor Class (AC) and Perception. Critically fail all
Reflex saves. Can’t remained seated or standing. Drop any held or wielded items unless an effect says otherwise. Awaken if you take damage, or an
ally nudges or shakes you. If a loud noise is around you, you can attempt a Perception check as a free action at the start of your turn with a -4
circumstance penalty - unless magic explicitly prevents you such an attempt. On success, you awaken.
Blinded​: Treat all terrain as difficult. All other creatures and objects are Unseen to you unless you succeed at a Seek action to sense them.
Automatically fail or critically fail (whichever is worse) Perception checks that fully depend on sight. If vision is your only precise sense, take a –4
conditional penalty to Perception checks. You’re immune to visual effects. Blinded overrides dazzled.
Bolstered:​ You’ve been the subject of a spell or ability that can’t affect a creature more than once a day. Hence you’re immune to that same spell or
ability from the same source for 24 hours, unless otherwise specified.
Broken​: The object can’t be used for its normal function or grant bonuses. It can still impose any item penalties or limitations as normal (if any).
Broken armor is an exception insofar as it still grants item bonuses but also has a conditional penalty to AC: -1 for light armor, -2 for medium, or -3 for
heavy.
Concealed​: Difficult to see but not invisible. A creature you’re concealed from must succeed at a DC 5 flat check when making an attack against you
or targeting you with a spell or effect. On failure, the attack, spell, or effect has no effect.
Confused:​ You can’t use reactions nor Delay or Ready an action. On each of your turns, you must use your actions to attack the creature that
attacked you most recently. A GM may allow you to take actions needed to attempt this attack, such as drawing a weapon or moving. If no creature
attacked you since your last turn, roll 1d4. On 1, attack nearest creature. On 2, attack yourself once (hitting automatically for normal damage) and end
your turn. On 3, babble gibberish. On 4, act normally.
Dazzled​: If vision is your only precise sense, all creatures and objects have the Concealed condition.
Deafened:​ You automatically fail or critically fail (whichever is worse) Perception checks based on sound. You take a -2 conditional penalty to
Perception checks for initiative and those that involve sound but also rely on other senses. You must succeed at a DC 5 flat check to do any action
with sound involved; on failure, the action is lost. You’re immune to auditory (hearing-based) effects.
Drained​: You take a conditional penalty equal to the value of this condition on any Fortitude saves and Constitution-based checks. Lose Hit Points
equal to your level multiplied by this conditions’ value. Your maximum Hit Points drop by the same total. This condition’s value drops by 1 and your
maximum Hit Points rise by 1 for each day you regain Hit Points by resting.
Encumbered​: Decrease every type of movement Speed by 10 feet (to no lower than 5 feet). Raise armor check penalty by 2 or take a -2 armor check
penalty if unarmored.
Enervated​: Take a conditional penalty equal to this conditions’ value on checks that include a proficiency modifier. This penalty cannot exceed your
level. Treat your level as if lowered by this conditions’ value when determining which spells you can cast or abilities you can use. You can attempt a
Fortitude save daily to drop this condition’s value by 1 (or 2 on critical success). A day of downtime training can drop this condition’s value by 1
automatically.
 
Enfeebled :​ Take a conditional penalty equal to this conditions’ value on attack and damage rolls as well as Strength-based checks.
Entangled:​ Gain the Hampered 10 condition. You must succeed at a DC 5 flat check to not lose any attempt at a manipulate action, activity, free
action, or reaction.
Fascinated:​ Take a -2 conditional penalty to Perception and skill checks. You can’t concentrate except on the subject of your fascination. This
condition ends at hostile acts toward you or allies.
Fatigued​: Gain the Hampered 5 condition. You take a -1 conditional penalty to AC and saves. Each action increases the penalty by 1 until the start of
your next turn.
Flat-footed:​ Take a -2 circumstance penalty to AC. (Flanking applies this condition.)
Fleeing​: Spend all actions to flee this condition’s seeming source. You can’t Delay or Ready.
Frightened​: Take a conditional penalty equal to this conditions’ value on checks and saves. Unless specified, this condition’s value drops by 1 at the
end of each of your turns.

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Grabbed​: Gain the Flat-footed and Immobile conditions. You must succeed at a DC 5 flat check to not lose any attempt at a manipulate action,
activity, free action, or reaction.
Hampered​: Decrease any specified type of movement Speed by this conditions’ value in feet (to no lower than 5 feet). If no type is specified, this
affects all movement types.
Immobile:​ You can’t use any action, activity, free action, or reaction with a move trait. If an outside force would move you, it must succeed at a check
against the DC of the effect rooting you or the defense (usually Fortitude) of the creature rooting you.
Paralyzed:​ Gain the Flat-footed condition. You can’t act except to Recall Knowledge or mentally.
Persistent Damage:​ At turn’s end, take this condition’s value in damage. After that, you can attempt a DC 20 flat check to remove the persistent
damage. You can take persistent damage from multiple sources, so long as they are of different damage types. See p. 323.
Petrified​: You can’t act. Gain the Blinded and Deafened conditions. You become an object with double your normal Bulk (usually 16 if Medium size or
8 if Small). Gain AC 9, TAC 5, Hardness 8. You can take 1 plus your Constitution modifier in damage in Dents before breaking. See p. 323.
Prone:​ Take a -2 circumstance bonus penalty to attack rolls. Gain a +1 circumstance bonus to AC vs. ranged attacks. Flat-footed to melee attacks.
Quick:​ Gain 1 extra action at the start of your turn each round. Source may specify action types.
Restrained​: Gain Immobile and Flat-footed conditions. You can’t do anything with attack or manipulate traits except for Break Grapple or Escape.
Restrained overrides the Grabbed condition.
Sensed​: You become Sensed when a creature to whom you’re Unseen figures out what space you’re in. The creature is flat-footed to you but can
target you with a Strike or other action that targets individuals, though it must succeed at a DC 11 flat check or it fails to affect you.
Sick​: Take a conditional penalty equal to this conditions’ value on all your checks. You can’t willingly ingest anything, even potions. Spending an
action retching grants a Fortitude save vs the DC of the source of your sickness. Drop this conditions’ value by 1 (success) or 2 (critical success).
Slowed​: Reduce the number of actions on your turn by the value of this condition. You can’t Ready an action. When you get this condition, you don’t
have fewer actions until your next turn.
Sluggish:​ Take a conditional penalty equal to this conditions’ value to AC, attack rolls, Dex-based checks, and Reflex saves.
Stunned:​ You can’t act.
Stupefied​:​ Take a conditional penalty equal to this conditions’ value on spell rolls, spell DC, and mental checks (Int, Wis, and Cha). Any spell you
cast is disrupted unless you succeed at a spell roll against the DC of this conditions’ source.
Unseen:​ When unseen by a creature, it can’t see you at all, has no idea what space you occupy, is flat-footed to you, and can’t target you with
attacks or targeted spells and effects, though area effects can affect you. A creature can use the Seek action to try to find you. On success, you’re
Sensed.

PF2 NON-PLAYER-ONLY CONDITIONS


Helpful​: A creature with this condition wishes to actively aid the source of this condition. It’ll accept all reasonable Requests from that character, as
long as they don’t conflict with its goals or quality of life. The condition’s source gains a +4 circumstance bonus to Deception checks to Lie to the
creature. This condition ends if the source or its allies act in a hostile way to the creature, and the creature could gain a worse attitude to the
character (see Indifferent, Unfriendly, and Hostile).
Hostile​: A creature with this condition actively seeks to harm the condition’s source. It need not attack, but it won’t accept Requests from that
character. The condition’s source takes a -4 penalty to Make an Impression and Lie checks against the creature.
Indifferent:​ A creature with this condition doesn’t really care one way or the other about the conditions’ source. The rules assume a non-player
character has this condition unless specified.
Unfriendly to <character>:​ Creature won’t accept requests from <character> who also takes -2 circumstance to Lie or Make an Impression

SKILL CHECKS BY LEVEL AND DIFFICULTY


Level Trivial Low High Severe Extreme Level Trivial Low High Severe Extreme
0 7 11 13 14 16 12 21 27 30 32 35
1 10 12 14 15 18 13 22 29 32 35 38
2 11 13 15 16 19 14 23 30 33 36 39
3 12 15 17 18 21 15 24 32 35 37 40
4 13 17 19 20 23 16 25 33 36 39 42
5 14 18 21 22 25 17 26 35 38 40 43
6 15 19 22 23 26 18 27 36 39 41 44
7 16 20 23 24 27 19 28 37 40 42 45
8 17 21 24 26 29 20 29 38 41 44 47
9 18 23 26 27 30 21 32 42 45 47 50
10 19 24 27 29 32 22 34 44 47 49 52
11 20 25 28 30 33 23 36 46 49 51 54

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