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Pathfinder gameplay relies on numerous formulas for calculating stats, effects, and outcomes. This page compiles all essential formulas into a single reference, allowing gamemasters to easily locate what they need for swift and accurate gameplay.

Reference Tables and Modifiers

  1. Size Modifiers
    • Fine: +8
    • Diminutive: +4
    • Tiny: +2
    • Small: +1
    • Medium: +0
    • Large: –1
    • Huge: –2
    • Gargantuan: –4
    • Colossal: –8
  2. Special Size Modifiers
    • Fine: –8
    • Diminutive: –4
    • Tiny: –2
    • Small: –1
    • Medium: +0
    • Large: +1
    • Huge: +2
    • Gargantuan: +4
    • Colossal: +8

Formulas

Listed below are the formulas for each given context.

General Combat

  • AC (Armor Class): 10 + Armor bonus + Deflection bonus + Dexterity modifier + Dodge bonus + Enhancement bonus + Natural Armor bonus + Shield bonus + Size modifier1
    • Flat-Footed: 10 + Armor bonus + Deflection bonus + Enhancement bonus + Natural Armor bonus + Shield bonus + Size modifier1
    • Touch: 10 + Deflection bonus + Dexterity modifier + Dodge bonus + Size modifier1
  • Attacks
    • Melee: 1d20 + BAB + weapon’s Enhancement bonus + Strength modifier vs target’s AC
    • Ranged: 1d20 + BAB + weapon’s Enhancement bonus + Dexterity modifier vs target’s AC
    • Touch: 1d20 + BAB + Strength modifier vs target’s touch AC
    • Ranged Touch: 1d20 + BAB + Dexterity modifier vs target’s touch AC
  • CMB (Combat Maneuver Bonus): 10 + BAB + Strength modifier + Dexterity modifier + Special Size modifier2 + Miscellaneous modifiers vs target’s CMD
  • CMD (Combat Maneuver Defense): 10 + BAB + Strength modifier + Dexterity modifier + Special Size modifier2 + Miscellaneous modifiers
  • Saving Throws
    • Fortitude: 1d20 + Base Save bonus + Constitution modifier + Enhancement bonus + Sacred/Profane bonus + Insight bonus + Luck bonus + Trait bonus + Resistance bonus vs DC of the effect
    • Reflex: 1d20 + Base Save bonus + Dexterity modifier + Enhancement bonus + Sacred/Profane bonus + Insight bonus + Luck bonus + Trait bonus + Resistance bonus vs DC of the effect
    • Will: 1d20 + Base Save bonus + Wisdom modifier + Enhancement bonus + Sacred/Profane bonus + Insight bonus + Luck bonus + Trait bonus + Resistance bonus vs DC of the effect
  • Status Effect: Dying (Negative HP)
    • Stabilize: 1d20 + Constitution modifier – negative HP value penalty vs 10 (natural 20 is an automatic success)
      • Failure: creature loses 1 HP
      • Success: creature stabilizes; no longer loses 1 HP per round

Skill Checks

  • Acrobatics
    • Move through a threatened area: 1d20 + total Acrobatics bonus vs opponent’s CMD (at half speed; +10 to DC if moving at full speed)
      • Failure: provoke an attack of opportunity from opponent
    • Move through an enemy’s space: 1d20 + total Acrobatics bonus vs 5 + opponent’s CMD (at half speed; +10 to DC if moving at full speed)
      • Failure: lose the move action and provoke an attack of opportunity from opponent
  • Knowledge
    • Monster Lore: 1d20 + total Knowledge bonus vs 10 (5 for common or 15 for rare monsters) + CR of creature
      • Arcana: constructs, dragons, and magical beast creature types
      • Dungeoneering: aberrations and ooze creature types
      • Local: humanoid creature types
      • Nature: animals, fey, monstrous humanoids, plants, and vermin creature types
      • Planes: outsider creature types
      • Religion: undead creature types
      • Traits to learn (but are not limited to):
        • How many HD
        • Type/s and Subtype/s
        • Lowest Save
        • Highest Save
        • All weaknesses
        • All resistances
        • All immunities
        • DR Type
        • Does it have SR
        • Main Attack
        • Main Magic
        • Secondary Magic
        • Special Attacks (Trip, grapple etc. One per selection.)
        • Special Abilities (Supernatural attacks, acid, poison etc. One per selection.)
        • Modes of Movement (not speed)
        • Speed
        • Battle Tactics
        • Pack or Solo
  • Spellcraft
    • Identify spell being cast: 1d20 + total Spellcraft bonus vs 15 + spell level

Spellcasting

  • Caster Level Checks: 1d20 + caster level vs
    • Dispel Check: 11 + the spell’s caster level
    • Overcome SR (Spell Resistance): target’s SR value
  • Concentration Checks: 1d20 + caster level + casting modifier vs
    • Cast defensively: 15 + double spell level
    • Injured while casting:  10 + damage dealt + spell level
    • Continuous damage while casting: 10 + 1/2 damage dealt + spell level
    • Affected by a non-damaging spell while casting: DC of the spell + spell level
    • Grappled or pinned while casting: 10 + grappler’s CMB + spell level
    • Vigorous motion while casting: 10 + spell level
    • Violent motion while casting: 15 + spell level
    • Extremely violent motion while casting: 20 + spell level
    • Wind with rain or sleet while casting: 5 + spell level
    • Wind with hail and debris while casting: 10 + spell level
    • Weather caused by spell: see spell
    • Entangled while casting: 15 + spell level
  • DC (Difficulty Class): 10 + spell level + casting modifier