Pathfinder 2e: Partial Level Proficiency GM Screen

by zhoekstra

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PLP GM Screen
SECOND EDITION

Standard Conditions

Condition Effect
Blinded You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.
Broken A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.
Clumsy X You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
Confused You are flat-footed, you don’t treat anyone as your ally (though they might still treat you as theirs), and you can’t Delay, Ready, or use reactions. You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions. Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.
Controlled The controller dictates how you act
Dazzled If vision is your only precise sense, all creatures and objects are concealed from you.
Deafened You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost
Drained X You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount.
Encumbered You’re clumsy 1 and take a 10-foot penalty to all your Speeds.
Enfeebled X You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Condition Effect
Fascinated You take a –2 status penalty to Perception and skill checks, and you can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM).
Flat-Footed You take a –2 circumstance penalty to AC
Fleeing On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible. You can’t Delay or Ready while fleeing.
Frightened X You take a status penalty equal to this value to all your checks and DCs. At the end of each of your turns, the value of your frightened condition decreases by 1.
Grabbed You are flat-footed and immobilized. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost.
Immobilized You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
Paralyzed You have the flat-footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM).
Persistent Damage X Take X damage at the end of each of your turns, then make a DC 15 flat check to end the condition.
Petrified You can’t act, nor can you sense anything. You become an object with a Bulk double your normal Bulk, AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time.
Prone You're flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed). If you would be knocked prone while you’re Climbing or Flying, you fall. You can’t be knocked prone when Swimming.
Quickened You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened.
Condition Effect
Restrained You're flat-footed and immobilized, and you can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.
Sickened X You take a status penalty equal to this value on all your checks and DCs. You can’t willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Slowed X When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value.
Stunned X Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. If stunned has a duraction, you lose all your actions for that duration. Stunned overrides slowed.
Stupefied X You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.

Death and Dying

Knocked Out

When you are reduced to 0 Hit Points, you’re knocked out. immediately move your initiative position to directly before the turn in which you were reduced to 0 HP. Gain dying 1, or dying 2 if the attack or effect was a critical success. If you have the wounded condition, increase your dying value by an amount equal to your wounded value.

Condition Effect
Dying You are unconscious. If this value ever reaches dying 4, you die. Attempt a recovery check at the start of your turn each round. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up. Anytime you lose the dying condition, increase your wounded value by 1.
Wounded X If you gain the dying condition while wounded, increase the dying condition’s value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.
Doomed X The maximum dying value at which you die is reduced by your doomed value.

Unconscious

-4 status penalty to AC, Perception, and Reflex saves, become prone, blinded, and flat-footed. Drop any items you're holding. Remain unconscious until you have 1+ HP and one of the following happens:

* You take damage, and are still at 1+ HP
* You receive healing from something other than natural rest
* Someone shakes you awake.
* A loud noise occurs, requiring you to make a Perception check

Recovery Check

When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse.

Your dying value is reduced by 2.
Your dying value is reduced by 1.
Your dying value increases by 1.
Your dying value increases by 2.

Treat Wounds

Proficiency DC Success Healing Critical Healing
Trained 14 2d8 4d8
Expert 18 2d8+10 4d8+10
Master 26 2d8+30 4d8+30
Legendary 30 2d8+50 4d8+50

Detecting Creatures

Condition Effect
Observed A creature you're observed by knows where you are and can target you normally.
Concealed A creature you're concealed from must succeed at a DC5 flat check when targeting you with a non-area effect.
Hidden A creature you're hidden from knows the space you're in. It is flat-footed to you, and must succeed at a DC 11 flat check to affect you.
Undetected When you are undetected to a creature, it's flat-footed to you, can't see you, has no idea what space you occupy, and can't target you. It can try to pick a square with an attack, flat check and attack secretly rolled by GM.
Unnoticed A creature you're unnoticed by is totally unaware of your presence.
Invisible You're undetected by everyone. You normally can't become observed while invisible.

Terrain

Difficult: Each square costs 5 extra feet of movement.
Greater Difficult: Each square costs 10 extra feet of movement.
Hazardous: Moving through deals damage.
Narrow: flat-footed and must Balance to cross. When you're hit or fail a save, succeed at a Reflex save or fall.
Uneven: flat-footed and might need to Balance to cross. When you're hit or fail a save, succeed at a Reflex save or fall.
Incline: You need to Climb to ascend an incline. You're flat-footed while Climbing.

Cover

Lesser: + circumstance bonus to AC if line passes through creatures but no objects.
Standard: +2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide or Sneak. You can use Take Cover to increase this to Greater Cover.
Greater: As cover, but a +4 bonus.

Creature Identification/Sense Motive

Creature Related Skill
Aberration Occultism
Animal Nature
Astral Occultism
Beast Arcana, Nature
Celestial Religion
Construct Arcana, Crafting
Dragon Arcana
Elemental Arcana, Nature
Ethereal Occultism
Fey Nature
Fiend Religion
Fungus Nature
Humanoid Society
Monitor Religion
Ooze Occultism
Plant Nature
Spirit Occultism
Undead Religion

Combat Actions

Aid : DC 18 check to give a +1 circumstance bonus to assisted skill check or attack roll. (crit success: +2, +3 if master, +4 if legendary)
Crawl (move) : Move 5ft while prone.
Delay : Select this when your turn begins; take your turn later.
Drop Prone (move) : Fall prone
Escape (attack) : Attempt to get free when grappled, restrained, or immobilized. Use unarmed attack modifier, Acrobatics, or Athletics.
Interact (manipulate) : Grab an object, open a door, draw an item, or do a similar action.
Leap (move) : Jump horizontally 10ft (15ft if speed 30ft+), or vertically 3ft and horizontally 5ft.
Ready (concentrate) : Prepare to take a single action or free action as a reaction with a trigger you designate.
Release (manipulate) : Release something you're holding without triggering reactions.
Seek (concentrate) : Scan an area for signs of creatures or objects using Perception.
Sense Motive (concentrate) : See if a creature is lying.
Stand (move) : You stand up from prone
Step (move) : Move 5ft without triggering reactions.
Stride (move): Move up to your speed.
Strike (attack) : Attack with a weapon or unarmed attack.
Take Cover : Gain cover, or get greater cover if you have cover already.
Arrest A Fall : Use Acrobatics to slow your fall.
Avert Gaze : Get a +2 circumstance bonus against visual abilities.
Burrow (move) : Move up to your burrow Speed.
Fly (move) : Move up to your fly Speed. Moving upward counts as travelling through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you're airborne and didn't Fly this turn, you fall.
Grab an Edge (manipulate) : Try to catch something to stop a fall.
Mount (move) : Get an allied animal bigger than you to ride it.
Point Out (manipulate, auditory, visual) : Reveal unobserved creature.
Raise a Shield : Put up a shield to get its bonus to AC.

Falling Damage

When you fall more than 5ft, take bludgening damage equal to half the distance you fell. If you take any damage you fall prone. If you fall into water or a soft substance, calculate damage as if the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance)

Structures
Door Climb DC Hardness, HP (BT)
Wood 18 10, 40, (20)
Stone 24 14, 56, (28)
Reinforced Wood 15 15, 60, (30)
Iron 30 18, 72, (36)
Wall Climb DC Hardness, HP (BT)
Crumbling Masonry 15 10, 40, (20)
Wooden Slats 15 10, 40, (20)
Masonry 18 14, 56, (28)
Hewn Stone 24 14, 56, (28)
Iron 30 18, 72, (36)
Portcullis Climb DC Hardness, HP (BT)
Wood 10 10, 40, (20)
Iron 10 18, 72, (36)

Encounter Budget

Difficulty XP Budget
Trivial 10/character
Low 15/character
Moderate 20/character
Severe 30/character
Extreme 40/character

Enemy XP (Half Level)

Creature's Level XP
Party level - 6 9
Party level - 5 11
Party level - 4 14
Party level - 3 18
Party level - 2 23
Party level - 1 31
Party level 40
Party level + 1 54
Party level + 2 70
Party level + 3 96
Party level + 4 125
Party level + 5 160

Simple DCs

Proficiency Rank Simple DC
Untrained 10
Trained 14
Expert 18
Master 24
Legendary 30
Level DC Level DC
0 14 13 25
1 15 14 25
2 16 15 26
3 17 16 27
4 17 17 28
5 18 18 29
6 19 19 30
7 20 20 30
8 20 21 32
9 21 22 33
10 22 23 35
11 23 24 36
12 24 25 38
Spell Level DC
1st 15
2nd 17
3rd 18
4th 20
5th 21
6th 23
7th 25
8th 26
9th 28
10th 30

Elite/Weak Adjustment (+/- 1 level)

Add/subtract 1 to AC, attack bonuses, DC's, saves, Perception, and skills.
Add/subtract 2 to damage for Strikes and offensive abilties, or 4 for abilities that can only be used a limited number of times.
Increase/Decrease HP using this table:

Starting level HP Adjustment
1-2 10
3-5 15
6-20 20
21+ 30
 

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