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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.
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
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
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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.
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