Pathfinder Second Edition
Compendium
Type to search for a spell, item, class — anything!
Glossary
Page references preceded with “GMC” refer to pages in GM Core. All others refer to this book.
aberration (trait) Aberrations are creatures from beyond the planes or corruptions of the natural order.
ability This is a general term referring to rules that provide an exception to the basic rules. An ability could come from a number of sources, so “an ability that gives you a bonus to damage rolls” could be a feat, a spell, and so on.
acid (trait) Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.
Acrobatics (skill) Do tasks with coordination and grace. (Dex)
actions Discrete tasks that generate a specific effect, possibly requiring a check to determine the result. Actions can accomplish a variety of things, such as moving, attacking, casting a spell, or interacting with an item or object. Most creatures can use up to 3 actions during their turn.
activity A category of action that typically takes more than a single action. Activities on your turn take 2 actions ([two-actions]) or 3 actions ([three-actions]). Exploration and downtime activities can take minutes, hours, or days.
adamantine (material) One of the hardest metals known.
Administer First Aid [two-actions] (skill action) Stabilize a dying creature or stanch bleeding. (Medicine)
adventure A single narrative—including the setup, plot, and conclusion. The player characters play through an adventure over the course of one or more game sessions, and the adventure might be part of a larger campaign.
affliction An affliction can affect a creature for a long time, over several different stages. The most common kinds are curses, diseases, and poisons.
Aid [reaction] (basic action) Improve an ally’s skill check or attack.
air (trait) Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
aiuvarin (trait) A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.
alchemical (trait) Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren’t magical and don’t radiate a magical aura.
ally An ally is someone on your side. You are not counted as your own ally. 426
ammunition
amphibious (trait) An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.
ancestry A broad family of people that a creature belongs to. Each player character chooses an ancestry as the first step of character creation.
angel (trait) This family of celestials is native to the plane of Nirvana.
animal (trait) An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence attribute modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.
animal companion An animal that fights alongside you.
aquatic (trait) Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Arcana (skill) Know about arcane magic and creatures. (Int)
arcane (trait) This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.
archetype A special additional theme for your character that you can choose using your class feats.
archetype (trait) This feat belongs to an archetype.
archon (trait) This family of celestials protect Heaven.
area A specified shape and size of an effect.
Armor Class (AC) This score represents how hard it is to hit and damage a creature. It typically serves as the DC to hit a creature with an attack. AC = 10 + Dex modifier (up to your armor’s Dex Cap) + proficiency bonus + armor’s item bonus to AC + other bonuses + penalties.
Arrest a Fall [reaction] (specialty basic action) Slow your fall while flying. 418
assistive items
Athletics (skill) Perform deeds of physical prowess. (Str)
attack (trait) An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
attack When a creature tries to harm another creature, it makes a Strike or uses another attack action. Most attacks require an attack roll and target Armor Class. Melee attack roll modifier = Str modifier (or optionally Dex modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties; Ranged attack roll modifier = Dex modifier + proficiency bonus + other bonuses + penalties.
attribute boost An attribute boost allows you to increase one of your attribute modifiers by 1. If the attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and you must boost that attribute again at a later level to increase it by 1. When you get more than one attribute boost at once, you must apply each to a different attribute.
attribute flaw An attribute flaw decreases one of your attribute modifiers by 1.
attribute modifier Each creature has six attribute modifiers: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These numbers represent a creature’s raw potential and basic attributes.
auditory (trait) Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
aura (trait) An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
Avert Gaze [one-action] (specialty basic action) Avoid visual abilities.
Avoid Notice (exploration activity) Travel stealthily.
azata (trait) This family of celestials is native to Elysium.
background The experiences your character had before becoming an adventurer. Each player character chooses a background during character creation.
Balance [one-action] (skill action) Move on a narrow or unstable surface. (Acrobatics)
bard (trait) This indicates abilities from the bard class.
basic action An action all creatures can use.
beast (trait) A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
bleed (damage type) A type of persistent damage.
blinded (condition) You’re unable to see.
bludgeoning (damage type) A type of physical damage.
bomb (trait) An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.
bonus A positive value added to a calculation. Add only the highest bonus of a single type (circumstance, item, status).
Borrow an Arcane Spell (skill action) Temporarily gain access to an arcane spell. (Arcana, trained)
bright light You can see normally in bright light.
broken (condition) This item can’t be used until repaired.
Broken Threshold (BT) When an object’s HP reaches this number, it becomes broken.
Bulk A value indicating an item’s size, weight, and general awkwardness. It takes 10 items of light Bulk to equal 1 Bulk, and 1,000 coins are 1 Bulk. A character becomes encumbered if they carry Bulk greater than 5 + their Str modifier, and they can’t carry more than 10 + their Str modifier.
Burrow [one-action] (specialty basic action) Move your burrow Speed.
campaign A serialized story focusing on a single party of characters and taking place over multiple adventures.
cantrip (trait) A spell you can cast at will that is automatically heightened to half your level rounded up.
celestial (trait) Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
changeling (trait) A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
character This term is synonymous with creature, but is more often used to refer to player characters and nonplayer characters than monsters.
Charisma (Cha) This attribute modifier measures your charm and force of personality.
check When you roll a d20 and add modifiers, bonuses, and penalties, then compare your result to a Difficulty Class, you’re attempting a check.
check penalty (penalty to skill checks imposed by armor)
circumstance bonus A bonus that comes from a situation.
circumstance penalty A penalty due to a situation.
class The adventuring profession chosen by a character. Their class is chosen during character creation.
class DC A class DC sets the difficulty for some abilities granted by your character’s class. Class DC = 10 + proficiency bonus + key attribute modifier.
class feature Any ability granted by a class is a class feature. These mainly consist of class feats and other abilities specific to the class.
cleric (trait) This indicates abilities from the cleric class.
Climb [one-action] (skill action) Move along an incline or vertical surface.
clumsy (condition) You can’t move easily or gracefully.
Coerce (skill action) Make one do your bidding. (Intimidation)
cold (trait) Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
cold iron (material) Pure iron that’s dangerous to demons and fey.
Command an Animal [one-action] (skill action) Get an animal to obey you. (Nature)
Conceal an Object [one-action] (skill action) Hide an object. (Stealth)
concealed (condition) You’re difficult to target.
concentrate (trait) An action with this trait requires a degree of mental concentration and discipline.
condition An ongoing effect that changes how a character can act or alters some of their statistics.
confused (condition) You attack indiscriminately.
consecration (trait) A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.
Constitution (Con) This attribute modifier measures your toughness and durability.
construct (trait) A construct is an artificial creature empowered by a force other than vitality or void.
consumable (trait) An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.
contact (trait) This poison is delivered by contact with the skin.
controlled (condition) Another creature determines your actions.
counteract The process used when one effect tries to negate another.
Counterspell [reaction] A reaction some spellcasters can use to negate spells.
cover When you’re behind a physical obstacle, you get a +2 circumstance bonus to AC, Reflex saves vs. area effects, and Stealth checks. This increases to +4 for greater cover. Creatures can provide lesser cover: a +1 circumstance bonus to AC.
Cover Tracks (skill action) Conceal your trail. (Survival, trained)
Craft (skill action) Make an item. (Crafting, trained)
Crafting (skill) Create, understand, and repair items. (Int)
Crawl [one-action] (basic action) Move 5 feet while prone.
Create a Diversion [one-action] (skill action) Distract someone. (Deception)
Create Forgery (skill action) Make a false document in downtime. (Society, trained)
creature An active participant in the story and world. This includes monsters and nonplayer characters (played by the Game Master) and player characters (played by the other players).
critical You can get a greater success—a critical success—by rolling 10 above your DC, or a worse failure—a critical failure—by rolling 10 lower than your DC.
curse (trait) A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
d4, d6, d8, d10, d12, d20, and d% Notations for different sizes of dice. “d20” is a twenty-sided die, for example.
daemon (trait) A family of fiends from Abaddon.
daily preparations During morning preparations, you ready gear, prepare spells, and get ready for your adventuring day.
damage Damage dealt to a creature reduces that creature’s Hit Points on a 1-to-1 basis. Melee damage roll = damage die of the weapon or unarmed attack + Str modifier + bonuses + penalties; Ranged damage roll = damage die of the weapon + Str modifier for a thrown weapon + bonuses + penalties.
massive damage (You die if one blow deals double your maximum HP.)
darkness Creatures and objects in darkness are hidden or undetected, and creatures without darkvision have the blinded condition in darkness.
darkness (trait) Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
darkvision (sense) See clearly in darkness, though in black and white only.
dawnsilver (material) A light and durable form of silver.
dazzled (condition) Everything is concealed to you.
deafened (condition) You’re unable to hear.
death (trait) An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Deception (skill) Trick and mislead others. (Cha)
Decipher Writing (skill action) Understand obscure or coded text. (Arcana, Occultism, Religion, Society; trained)
Defend (exploration activity) Travel with your shield raised.
degrees of success The four possible outcomes of a check: critical success, success, failure, and critical failure.
Delay [free-action] (basic action) Take your turn later.
demon (trait) A family of sinful fiends from the Outer Rifts.
Demoralize [one-action] (skill action) Frighten your enemies. (Intimidation)
Detect Magic (exploration activity) Repeatedly detect magic.
detection (trait) Effects with this trait attempt to determine the presence or location of a person, object, or aura.
evil (trait) A family of regimented fiends from Hell.
Dexterity (Dex) This attribute modifier measures your agility and deftness.
die roll Any time you roll the dice, you’re making a roll.
difficult terrain It costs 5 extra feet of movement to enter a space of difficult terrain, or 10 extra for greater difficult terrain.
Difficulty Class (DC) The number you need to succeed at a check. To generate a DC from a modifier (like Perception DC), add 10 to the modifier.
class DC (10 + proficiency bonus + key attribute modifier)
simple DCs (untrained 10, trained 15, expert 20, master 30, legendary 40)
spell DC (10 + spellcasting attribute modifier + proficiency bonus + other bonuses + penalties)
dim light Creatures and objects in dim light are concealed.
dinosaur (trait) These reptiles have survived from prehistoric times.
Diplomacy (skill) Influence with negotiation and flattery. (Cha)
Disable a Device [two-actions] (skill action) Disable a trap or a similar complex mechanism. (Thievery, trained)
Disarm [one-action] (skill action) Make a creature drop an item. (Athletics, trained)
disbelieve Attempt to ignore an illusion.
disease (trait) An effect with this trait applies one or more diseases. A disease is typically an affliction.
Dismiss [one-action] (specialty basic action) End an effect that can be Dismissed.
divine (trait) This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
doomed (condition) Your soul is in peril, bringing death closer.
downtime (trait) An activity with this trait takes a day or more, and can be used only during downtime.
downtime A mode of play in which characters are not adventuring. Days pass quickly at the table, and characters engage in long-term activities.
dragon (trait) Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
drained (condition) Something has leeched your vitality.
dromaar (trait) A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.
Drop Prone [one-action] (basic action) Fall flat on the ground.
druid (trait) This indicates abilities from the druid class.
dwarf (trait) A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
dying (condition) You have 0 HP and are nearing death.
Earn Income (skill action) Make money using a skill during downtime. (Crafting, Lore, Performance; trained)
earth (trait) Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
effect An effect is the result of an ability, though an ability’s exact effect is sometimes contingent on the result of a check or other roll.
electricity (trait) Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
elemental (trait) Elementals are creatures directly tied to an element and native to the elemental planes. Elementals don’t need to breathe.
elf (trait) A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
elixir (trait) Elixirs are alchemical liquids that are used by drinking them.
emotion (trait) This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
encounter A mode of play in which time is measured in 6-second rounds and participants use precise actions. Combat takes place in encounters.
encumbered (condition) Excess Bulk impedes movement.
energy (damage type) An umbrella category including acid, cold, electricity, fire, force, sonic, vitality, and void damage.
enfeebled (condition) Your strength has been sapped away.
Escape [one-action] (basic action) Attempt to get free when immobilized.
ethereal (trait) Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Experience Points (XP) Points that measure a player character’s progress, accrued during play. Typically a PC gains a new level upon reaching 1,000 XP.
expert (proficiency rank) Add your level + 4 to associated rolls and DCs.
exploration (trait) An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
exploration A mode of play used for traveling, investigating, and otherwise exploring. The GM determines the flow of time.
extradimensional (trait) This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
failure A result on a check that fails to meet the DC. Failing by 10 or more is a critical failure. If a check has no failure entry, nothing happens on a failure.
falling When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell and land prone.
familiar A Tiny creature mystically bonded to you.
fascinated (condition) You focus on one subject.
fast healing A creature with this ability regains the given number of Hit Points each round at the beginning of its turn.
fatigued (condition) Your defenses are lower, and you can’t use exploration activities while traveling.
fear (trait) Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
feat An ability you gain or select for your character due to their ancestry, background, class, general training, or skill training. Some feats grant special actions.
skill feat (general feat that improves skills)
Feint [one-action] (skill action) Misdirect someone. (Deception, trained)
fey (trait) Creatures of the First World are called the fey.
fiend (trait) Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
fighter (trait) This indicates abilities from the fighter class.
fire (trait) Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
flanking When two creatures are on opposite sides of their enemy, the enemy is flanked, becoming off-guard to those creatures.
flat check A d20 roll that measures pure chance. A flat check can’t have any modifiers, bonuses, or penalties applied to it.
fleeing (condition) You must run away.
Fly [one-action] (specialty basic action) Move your fly Speed.
focus (trait) A spell you can cast by spending 1 Focus Point that is automatically heightened to half your level rounded up.
Follow the Expert (exploration activity) Benefit from another’s skill proficiency.
force (trait) Effects with this trait deal force damage or create objects made of pure magical force.
Force Open [one-action] (skill action) Wrench something open. (Athletics)
formula A recipe or instructions that make it easier to Craft an item.
Fortitude (Fort) A type of saving throw used to resist diseases, poisons, and other physical effects. Fortitude modifier = Con modifier + proficiency bonus + other bonuses + penalties.
free action ([free-action]) An action you can use without spending one of your actions. Free actions with triggers can be used at any time, but they don’t use up your 1 reaction per round.
free-hand (weapon trait)
frequency An ability that can’t be used at will might list a frequency.
friendly (condition) A friendly NPC likes you.
frightened (condition) Fear impedes everything you attempt.
fumble A colloquial term for a critical failure.
fungus (trait) Fungal creatures have the fungus trait. They are distinct from normal fungi.
Game Master (GM) The player who adjudicates the rules and narrates the elements of the Pathfinder story and world that the other players explore.
Gather Information (skill action) Socialize to learn things. (Diplomacy)
general (trait) A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
giant (trait) Giants are massive humanoid creatures.
gnome (trait) A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
goblin (trait) A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Golarion Golarion is the most important world in the Lost Omens campaign setting.
Grab an Edge [reaction] (specialty basic action) Try to catch yourself while falling.
grabbed (condition) Something holds you in place.
Grapple [one-action] (skill action) Grab or restrain a creature. (Athletics)
grid A map with 1-inch squares to show positions.
hag (trait) These malevolent spellcasters form covens.
halfling (trait) A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Hardness A statistic representing an object’s durability.
haunt (trait) A hazard with this trait is a spiritual echo, often of someone with a tragic death.
hazard Hazards are non-creature dangers that adventurers encounter during their journeys, including environmental hazards, haunts, and traps. Hazards appear in GMC.
hazardous terrain You take damage from this terrain.
healing (trait) A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
helpful (condition) A helpful NPC is likely to assist you.
heritage A choice made to further define your ancestry.
versatile heritages (can be chosen for a character of any ancestry)
Hero Point These points last only within a session. You can spend 1 Hero Point to reroll a check or all your Hero Points to avoid dying.
hidden (condition) A creature knows your location but can’t see you.
Hide [one-action] (skill action) Make yourself hidden. (Stealth)
High Jump [two-actions] (skill action) Jump vertically. (Athletics)
Hit Points (HP) A statistic representing the amount of physical harm a creature can take before it falls unconscious or dies. Damage decreases Hit Points on a 1-to-1 basis, while healing restores Hit Points at the same rate.
holy (trait) Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
hostile (condition) A hostile NPC is likely to attack you.
hostile action A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.
hryngar (trait) Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light.
human (trait) A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
humanoid (trait) Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Hustle (exploration activity) Move at double travel Speed.
Identify Alchemy (skill action) Determine specifics of alchemy. (Crafting, trained)
Identify Magic (skill action) Determine specifics of magic. (Arcana, Nature, Occultism, Religion; trained)
illusion (trait) Effects and magic items with this trait involve false sensory stimuli.
immobilized (condition) You can’t move.
immunity An immunity causes a creature to ignore all damage, effects, or conditions of a certain type.
Impersonate (skill action) Pass yourself off as someone else. (Deception) 238
imprecise sense A sense that can make creatures hidden, but not observed, such as human hearing.
incapacitation (trait) An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
incline You must Climb up an incline.
indifferent (condition) An indifferent NPC neither likes nor dislikes you.
inhaled (trait) This poison is delivered when breathed in.
initiative At the start of an encounter, all participants involved roll for initiative to determine the order in which they act.
injury (trait) This poison is delivered by damaging the recipient.
Inner Sea region The name for the continent of Avistan and the northern portion of Garund, surrounding the Inner Sea.
Intelligence (Int) This attribute modifier measures your reason and intellect.
Interact [one-action] (basic action) Grab or manipulate an object.
Intimidation (skill) Bend others to your will using threats. (Cha)
Invest an Item (activity) You invest your energy in an invested magic item as you don it. GMC
Investigate (exploration activity) Study your surroundings.
invisible (condition) Creatures can’t see you.
item An object you carry, hold, or use. Items sometimes grant an item bonus or penalty to certain checks.
key attribute Your key attribute is the attribute modifier you use to determine your class DC, as well as your spell attack modifier and spell DC if you’re a spellcaster. A key attribute for a skill is the attribute modifier used for that skill. 91, 225
knocked out
Leap [one-action] (basic action) Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
Learn a Spell (skill action) Learn a new spell. (Arcana, Nature, Occultism, Religion; trained)
legendary (proficiency rank) Add your level + 8 to associated rolls and DCs. 8, 11, 400
leshy (trait) A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
level A number that measures something’s overall power. A character has a level from 1st to 20th, and other aspects of the game also have levels.
spell rank (spells have a rank instead of a level, from 1–10)
Lie (skill action) Trick someone with falsehood. (Deception)
light (trait) Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
lineage (trait) A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
linguistic (trait) An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Long Jump [two-actions] (skill action) Jump horizontally. (Athletics)
Lore (skill) Know information on a narrow topic. (Int)
low-light vision (sense) See in dim light as if it were bright light.
magical (trait) Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
magical tradition Arcane, divine, occult, and primal are the traditions of magic.
Make an Impression (skill action) Improve someone’s attitude. (Diplomacy)
Maneuver in Flight [one-action] (skill action) Execute a difficult movement while flying. (Acrobatics, trained)
manipulate (trait) You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
master (proficiency rank) Add your level + 6 to associated rolls and DCs.
mechanical (trait) A hazard with this trait is a constructed physical object.
Medicine (skill) Heal people. (Wis)
mental (trait) A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
metal (trait) Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.
mindless (trait) A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
mode of play The three types of playing the game—encounters, exploration, and downtime.
modifier A value added to a calculation that can be positive or negative. 400–401
attribute modifier
monitor (trait) Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
monster A creature that serves to thwart the PCs in some way. Beneficial monsters are exceptions in most games. The GM plays the role of any monster the PCs encounter.
mount An animal companion with this special ability supports its rider.
Mount [one-action] (specialty basic action) Ride an allied creature.
move (trait) An action with this trait involves moving from one space to another.
movement
multiple attack penalty You take this penalty on all attacks after the first on your turn. This is a –5 penalty on your second attack and –10 on all subsequent attacks (or –4 and –8 if your weapon or unarmed attack has the agile trait).
narrow surface You must Balance to cross a narrow surface.
natural 1, natural 20 When you roll a d20 and the number on the die is a 1, decrease your degree of success by one step. When the number is a 20, increase the degree of success by one step.
Nature (skill) Know the wilderness and primal magic. (Wis)
nephilim (trait) A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
nonplayer character (NPC) A character controlled by the GM.
observed (condition) You’re in clear view.
occult (trait) This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.
Occultism (skill) Know philosophies and occult magic. (Int)
off-guard (condition) You take a –2 circumstance penalty to AC.
oil (trait) Oils are consumable magical gels, ointments, pastes, or salves that are typically applied to an object.
olfactory (trait) An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
onset The delay before an affliction, elixir, or potion takes effect.
ooze (trait) Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.
orc (trait) A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Palm an Object [one-action] (skill action) Take an object without being noticed. (Thievery)
paralyzed (condition) You can’t move or fully defend yourself.
Pathfinder Society This name is used for both a globe-trotting organization in the game world and the real-world organized play campaign.
penalty A negative value added to a calculation. Add only the worst penalty of a single type (circumstance, item, status).
multiple attack penalty (–5 on your second attack, –10 on further attacks)
Perception A statistic measuring your ability to notice hidden objects or unusual situations. Perception is usually used for initiative rolls. Perception modifier = Wis modifier + proficiency bonus + other bonuses + penalties.
Perform [one-action] (skill action) Impress by performing. (Performance)
Performance (skill) Use your talents to put on a show. (Cha)
persistent damage (condition) You take damage every round.
petrified (condition) You’ve been turned to stone.
physical (damage type) A grouping of bludgeoning, piercing, and slashing damage.
Pick a Lock [two-actions] (skill action) Open a lock. (Thievery, trained)
piercing (damage type) A type of physical damage.
plane A vast or infinite realm beyond the physical Universe.
plant (trait) Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
platinum piece (pp)
player One of the real people playing the game.
player character (character or PC) A character created and controlled by a player other than the GM.
Point Out [one-action] (specialty basic action) Indicate an undetected creature’s location.
poison (trait) An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
possession (trait) Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can’t use a possession effect. While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.
A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack modifier, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body.
The possessor must use its own actions to make the possessed creature act.
If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately, and the possessor is stunned for 1 minute.
potion (trait) A potion is a consumable magical liquid activated when you drink it.
precise sense A sense that can make creatures observed, such as human sight.
precision (damage type) A type of damage that increases the attack’s listed damage, using the same damage type, rather than adding a separate amount.
prediction (trait) Effects with this trait determine what is likely to happen in the near future.
Price The amount of currency it usually costs to purchase an item.
primal (trait) This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
proficiency A measure of a character’s aptitude at a specific task or quality, with five ranks: untrained, trained, expert, master, and legendary. Proficiency gives a proficiency bonus. Being untrained adds a +0 bonus. Being trained, expert, master, or legendary adds your level plus 2, 4, 6, or 8, respectively.
prone (condition) You’re lying on the ground.
quickened (condition) You get an extra action each turn.
rage (trait) You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.
Raise a Shield [one-action] (specialty basic action) Gain your shield’s bonus to AC.
ranger (trait) This indicates abilities from the ranger class.
rarity How often something is encountered in the game world. The rarities are common, uncommon, rare, and unique. Anything that doesn’t list a rarity is common.
reach The distance you can physically reach with your body or a weapon.
reaction ([reaction]) An action you can use even if it’s not your turn. You can use 1 reaction per round.
Ready [two-actions] (basic action) Prepare an action to use off your turn.
recovery check A flat check made to see if you get worse or better while dying.
Reflex (Ref) A type of saving throw used to quickly dodge. Reflex modifier = Dex modifier + proficiency bonus + other bonuses + penalties.
Refocus (activity) Regain 1 Focus Point.
Release [free-action] (basic action) Let go of something you’re holding.
Religion (skill) Know about deities, faith, and divine magic. (Wis)
Repair (skill action) Fix a broken or damaged item. (Crafting)
Repeat a Spell (exploration activity) Repeatedly Cast a Spell.
Reposition [one-action] (skill action) Move a creature within your reach
Request [one-action] (skill action) Get someone to help you. (Diplomacy)
reroll An ability that causes you to roll again has the fortune or misfortune trait.
resistance Reduces damage you take of a certain type.
rest Characters recover HP (normally Con modifier × level) and resources with 8 hours of sleep.
restrained (condition) You are severely bound.
retrain You can retrain to change character choices.
revelation (trait) Effects with this trait see things as they truly are.
ritual An involved spell that takes a long time to cast.
rogue (trait) This indicates abilities from the rogue class.
roleplaying Describing a character’s actions, often while acting from the perspective of the character.
roleplaying game (RPG) An interactive story where one player, the Game Master (GM), sets the scene and presents challenges, while other players take the roles of player characters (PCs) and attempt to overcome those challenges
roll Any time you roll the dice, you’re making a roll. The most common type of roll is a check (comparing a d20 plus modifiers against a DC).
round A period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time.
rune (magic item) Runes are similar to magic items, but can be etched onto weapons, armor, and shields to make them more powerful. They appear in GM Core.
saving throw (save) A roll made to avoid or mitigate a dangerous effect. You roll a save automatically, with no action or a reaction. The character who isn’t acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. There are three types of save: Fortitude, Reflex, and Will.
scent (sense) Sense things using smell as an imprecise sense with a limited range.
Scout (exploration activity) Look ahead for danger.
scroll (trait) A scroll is a consumable that contains a single spell you can cast without a spell slot.
scrying (trait) A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
Search (exploration activity) Look for hidden things.
secret (trait) The GM rolls the check for this ability in secret.
Seek [one-action] (basic action) Scan an area using Perception.
Sense Direction (skill action) Determine your location. (Survival)
Sense Motive [one-action] (basic action) Determine if a creature is lying.
session A Pathfinder game session usually last a few hours.
shadow (trait) Magic with this trait involves shadows or the energy of the Netherworld.
Shove [one-action] (skill action) Push a creature. (Athletics)
sickened (condition) You’re sick to your stomach.
silver (material) Shiny metal dangerous to devils and werecreatures.
single action ([one-action]) An action that takes one of your three actions on your turn.
size A creature can be Tiny, Small, Medium, Large, Huge, or Gargantuan.
skill A statistic representing the ability to perform certain tasks that require instruction or practice. Skill modifier = modifier of the skill’s key attribute modifier + proficiency bonus + other bonuses + penalties.
Aid (reaction used to grant a bonus to an ally’s check)
skill (trait) A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
slashing (damage type) A type of physical damage.
sleep (trait) This effect makes a creature fall asleep or get drowsy.
slowed (condition) You lose actions each turn.
Sneak [one-action] (skill action) Move quietly while hidden. (Stealth)
Society (skill) Know about civilization, culture, and history. (Int)
sonic (trait) An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
space The space a creature’s body occupies, and the squares a creature takes up on a grid.
Speed A measure of the distance a character can move using a single action, measured in feet. See also movement.
spell A magical effect created by performing mystical incantations and gestures known only to those with special training or inborn abilities
spell attack modifier You attempt a spell attack roll when targeting a creature with aimed magic. Your multiple attack penalty applies. Spell attack modifier = spellcasting attribute modifier + proficiency bonus + other bonuses + penalties.
spell DC Your spell DC measures how hard it is to resist your spells with saving throws or to counteract them. Spell DC = 10 + spellcasting attribute modifier + proficiency bonus + other bonuses + penalties.
spellcaster A spellcaster is a character whose class or archetype grants them the spellcasting class feature.
spirit (trait) Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
Squeeze [one-action] (skill action) Move through a gap while exploring.
staff (trait) This magic item allows a spellcaster to cast additional spells by preparing the staff.
stage One of the steps of an affliction.
Stand [one-action] (basic action) Stand up from prone.
status bonus A bonus that typically comes from a spell or condition and represents a beneficial status.
status penalty A penalty that typically comes from a spell or condition and represents a detrimental status.
Steal [one-action] (skill action) Pilfer an object. (Thievery)
Stealth (skill) Avoid detection and conceal items. (Dex)
Step [one-action] (basic action) Move 5 feet without triggering reactions.
Strength (Str) This attribute modifier measures your brawn.
Stride [one-action] (basic action) Move up to your Speed
Strike [one-action] (basic action) Make a physical attack.
structure (trait) An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can’t be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure’s foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse.
The structure doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn’t harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.
stunned (condition) You can’t act.
stupefied (condition) Your can’t access your full mental faculties, and you have trouble casting spells.
Subsist (skill action) Find food and shelter. (Society or Survival)
subtle (trait) A spell with the subtle trait can be cast without incantations and doesn’t have obvious manifestations.
success A result on a check that equals or exceeds the DC. Exceeding the DC by 10 or more is even better—a critical success. If a stat block has no success entry, there is no effect on a success.
Support [one-action] Direct your animal companion to support you.
Survival (skill) Travel and survive in the wild. (Wis)
Sustain [one-action] (specialty basic action) Extend the duration of an effect that can be Sustained.
Sustain an Effect (exploration activity) Repeatedly Sustain an effect as you move.
sustained A spell with this duration can be extended with the Sustain specialty basic action.
Swim [one-action] (skill action) Move through the water. (Athletics)
Take Cover [one-action] (basic action) Gain or improve cover.
talisman (trait) A talisman is a consumable that must be affixed to an item.
teleportation (trait) Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
Thievery (skill) Steal objects and dismantle locks and other mechanisms. (Dex)
touch A spell range requiring you to touch the target.
Track (skill action) Follow a creature’s tracks. (Survival)
tradition A fundamental category of magic (arcane, divine, occult, or primal).
trained (proficiency rank) Add your level + 2 to associated rolls and DCs. Some skill actions and many other rules require you to be trained.
trait A keyword that conveys information about a rules element. Often a trait indicates how other rules interact with an ability, creature, item, or other rules element with that trait. Individual traits appear by name in this appendix.
trap (trait) A hazard constructed to hinder interlopers.
Treat Disease (skill action) Remedy a disease. (Medicine, trained)
Treat Poison [one-action] (skill action) Help a poisoned patient recover. (Medicine, trained)
Treat Wounds (skill action) Restore Hit Points. (Medicine, trained)
tremorsense (sense) Detect movement along surfaces.
trigger A specified event when you can use a reaction or free action.
Trip [one-action] (skill action) Knock a creature down. (Athletics)
Tumble Through [one-action] (skill action) Move through someone’s space. (Acrobatics)
turn During a round in an encounter, each creature takes a single turn, typically using 3 actions.
unconscious (condition) You’re asleep or knocked out.
undead (trait) Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don’t benefit from healing vitality effects.
undetected (condition) A creature doesn’t know your precise location.
uneven ground You must Balance to cross uneven ground.
unfriendly (condition) An unfriendly NPC doesn’t like you.
unholy (trait) Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
unlimited A spell with this duration lasts indefinitely.
unnoticed (condition) A creature is unaware you’re present.
untrained (proficiency rank) Add +0 to associated rolls and DCs.
untyped penalty A penalty that doesn’t list a type and is cumulative with other untyped penalties.
vague sense A sense that can detect an unnoticed creature but not determine its position, such as a human’s sense of smell.
visual (trait) A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
vitality (trait) Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.
void (trait) Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.
wand (trait) A wand contains a single spell which you can cast once per day.
water (trait) Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
weakness Increases damage you take of a certain type.
Will A saving throw used to resist effects targeting the mind and personality. Will modifier = Wis modifier + proficiency bonus + other bonuses + penalties. 11, 404
Wisdom (Wis) This attribute modifier measures your awareness and intuition. 19
witch (class)
witch (trait) This trait indicates abilities from the witch class.
wizard (trait) This indicates abilities from the wizard class.
wood (trait) Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
wounded (condition) You’ve returned from the brink of death but remain at risk.