Rules Index | GM Screen | Player's Guide


Chapter 1: Introduction

Format of Rules

Source Player Core pg. 15 2.0
Throughout this rulebook, you will see formatting standards that might look a bit unusual at first. These standards are in place to make the rules elements in this book easier to recognize.

The names of specific statistics, skills, feats, actions, and some other mechanical elements in Pathfinder are capitalized. This way, when you see the statement "a Strike targets Armor Class," you know that both Strike and Armor Class are referring to rules.

If a word or a phrase is italicized, it's describing a spell or a magic item. This way, when you see the statement "the door is sealed by lock," you know that the word denotes the lock spell, rather than a physical item.

Pathfinder also uses many terms that are typically expressed as abbreviations, like AC for Armor Class, DC for Difficulty Class, and HP for Hit Points. If you're ever confused about a game term or an abbreviation, you can always turn to the Glossary and Index, beginning on page 452, and look it up.

Understanding Actions

Source Player Core pg. 15 2.0
Characters and their adversaries affect the world of Pathfinder by using actions and producing effects. This is especially the case during encounters, when every action counts. When you use an action, you generate an effect. This effect might be automatic, but sometimes actions necessitate that you roll a die, and the effect is based on what you rolled.

Throughout this book, you will see special icons to denote actions.

[one-action] Single Actions

Source Player Core pg. 15 2.0
Single actions use this symbol: [one-action] . They're the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit.

[reaction] Reactions

Source Player Core pg. 15 2.0
Reactions use this symbol: [reaction] . These actions can be used even when it's not your turn. You only get one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action.

[free-action] Free Actions

Source Player Core pg. 15 2.0
Free actions use this symbol: [free-action] . Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it's not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesn't have a trigger, you use it like a single action, just without spending any of your actions for the turn.

Activities

Source Player Core pg. 15 2.0
Activities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast.

Activities that use two actions use this symbol: [two-actions] . Activities that use three actions use this symbol: [three-actions] . A few special activities, such as spells you can cast in an instant, use a free action or a reaction.

All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the exploration trait. An activity that takes a day or more of commitment and that can be done only during downtime has the downtime trait.

Reading Rules

Source Player Core pg. 15 2.0

Action or Feat Name [one-action] Level

Trait
Prerequisites Any minimum attributes, feats, proficiency ranks, and so forth you must have to select this rules element are here. Feats also have a level prerequisite, listed above.
Frequency The limit on how often you can use the ability.
Trigger Reactions and some free actions have triggers that must be met before they can be used.
Requirements Sometimes you must have a certain item or be in a certain circumstance to use an ability.
This section describes the effects or benefits of a rules element. If the rule is an action, it explains what the effect is or what you must roll. If it's a feat that modifies an existing action or grants a constant effect, the benefit is explained here.
Special Any special qualities of the rule are explained in this section. Usually this section appears in feats you can select more than once, explaining what happens when you do.

Sometimes an ability will grant multiple actions or an action in addition to other benefits. These are condensed into a shorter format using the same categories.
Action Name [one-action] (traits) Frequency how often it can be used; Trigger when a reaction or free action can be used; Requirements some actions require specific circumstances, listed here; Effect this section explains how the ability changes the world.