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GM Reference

 

COMBAT ROUND SEQUENCE

1. Is anyone surprised?
2. Everyone rolls initiative!
3. GM puts everyone in initiative order.
4. In initiative order, everyone takes a turn. Surprised creatures can’t take actions on the first round.
5. End of round. Go to step 4.

COMMON ACTIONS IN COMBAT

STANDARD ACTION

Activate battle rage, blinding ray, force missile, hand of the apprentice, rebuke death, or strength surge
Activate a magic item
Attack
Cast a spell, cantrip, or orison
Channel energy
Drink a potion
Read a scroll
Try to break free of a web
Use the Heal skill to treat poison
Use the Heal skill to stabilize a dying friend
Anything you can do with a move action

MOVE

Draw a weapon (If your attack bonus is +1 or higher, when you use the move action to move, you also can draw a weapon as a free action.)
Hand an item to an adjacent ally
Load a light crossbow
Mount/dismount a steed
Move a heavy object
Move up to your speed
Open or close a door
Pick up an item
Retrieve a stored item
Search a 5-foot-by-5-foot area
Sheathe a weapon
Stand up from lying prone
Strap on or remove a shield
Take an item from an adjacent ally

FULL-ROUND ACTION (STANDARD + MOVE)

Charge
Extinguish someone who's on fire
Light a torch with flint and steel
Load a heavy crossbow
Use the Disable Device skill


FREE ACTION

Activate agile feet or bit of luck
Drop an item
Drop to the floor
Take a 5-foot step

COMMON SKILL DCs

DC 5

Climb a knotted rope (Climb)
Climb a rope against a wall (Climb)
Guide mount with your knees (Ride)
Jump 5 feet (running long jump) (Acrobatics)

DC 10

Climb a rocky hillside (Climb)
Hear a creature walking (Perception)
Identify a common plant or animal (Knowledge Nature)
Remember a bit of useful information about a monster (10 + monster’s CR) (various Knowledge skills)
Influence a friendly creature (10 + the creature’s CHA Mod)
(Diplomacy)
Jam a lock (Disable Device)
Learn the current gossip in town (Diplomacy)
Jump 10 feet (running long jump) (Acrobatics)
Jump 5 feet (standing long jump) (Acrobatics)
Swim in calm water (Swim)

DC 15

Hear a whispered conversation (Perception)
Identify a dungeon obstacle (10 + the obstacle’s CR) (Knowledge Dungeoneering)
Identify potion, scroll, or wand (10 + the item’s caster level) (Spellcraft)
Identify spellcasting (10 + the spell’s spell level) (Spellcraft)
Influence an indifferent creature (15 + the creature’s CHA Mod) (Diplomacy)
Jump down to reduce falling damage (Acrobatics)
Know the common mythology and beliefs of a religion (Knowledge Religion)
Know a common rumor or local tradition (Knowledge Local)
Know the date of a historical event (Knowledge History)
Leap from your mount (Ride)
Recognize terrain near a familiar place (Knowledge Geography)
Jump 15 feet (running long jump) (Acrobatics)
Sabotage a wagon wheel (Disable Device)
Soft fall from mount (Ride)
Stabilize a dying creature (Heal)
Swim in rough water (Swim)

DC 20

Climb a rough stone wall (Climb)
Disarm or reset a typical trap (Disable Device)
Fast mount or dismount (Ride)
Find a typical secret door or trap (Perception)
Identify an ongoing spell (20 + the spell’s spell level) (Spellcraft)
Influence an unfriendly creature (20 + the creature’s CHA Mod) (Diplomacy)
Learn obscure information in town (Diplomacy)
Pick a simple lock (Disable Device)
Jump 20 feet (running long jump) (Acrobatics)
Jump 10 feet (standing long jump) (Acrobatics)
Swim in stormy water (Swim)

DC 25

Climb a brick wall (Climb)
Disarm a complex trap (Disable Device)
Influence a hostile creature (25 + the creature’s CHA) (Diplomacy)

DC 30

Balance on a rope (Acrobatics)
Find a well-hidden secret door or trap (Perception)
Pick a good lock (Disable Device)
Jump 15 feet (standing long jump) (Acrobatics)

FLANKING

 #1: The fighter and the cleric are flanking the ogre because they can draw a line to each other that passes through opposite sides of the ogre. Both the fighter and the cleric receive a +2 bonus on attack rolls made against the ogre.

#2: The rogue is not flanking the ogre because she cannot draw a line to the fighter or the cleric that passes through opposite sides of the ogre. The rogue cannot draw a line to the sorcerer because the sorcerer is not adjacent to the ogre and does not threaten it.

#3: The goblin and the ogre flank the sorcerer, as they can draw a line between them that passes through opposite sides of the sorcerer's square. If the ogre didn't have reach to the sorcerer, though, he and the goblin would not be flanking her.

Diagram courtesy of d20pfsrd.com.






















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