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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 (Used to calculate AC, Attack rolls, and Stealth skill checks)
    • Fine: +8
    • Diminutive: +4
    • Tiny: +2
    • Small: +1
    • Medium: +0
    • Large: –1
    • Huge: –2
    • Gargantuan: –4
    • Colossal: –8
  2. Special Size Modifiers (Used to calculate CMB and CMD)
    • 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 + Size modifier1 vs target’s AC
    • Ranged: 1d20 + BAB + weapon’s Enhancement bonus + Dexterity modifier + Size modifier1 vs target’s AC
    • Touch: 1d20 + BAB + Strength modifier + Size modifier1 vs target’s touch AC
    • Ranged Touch: 1d20 + BAB + Dexterity modifier + Size modifier1 vs target’s touch AC
  • CMB (Combat Maneuver Bonus): 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
      • Applicable uses (gain knowledge about specific creature types)
        • 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
    • Base: 1d20 + caster level vs DC (see below):
      • Dispel Check: DC = 11 + the spell’s caster level
      • Overcome SR (Spell Resistance): DC = target’s SR value
  • Concentration Checks
    • Base: 1d20 + caster level + casting modifier vs DC (see below):
      • Cast defensively: DC = 15 + double spell level
      • Injured while casting: DC = 10 + damage dealt + spell level
      • Continuous damage while casting: DC = 10 + 1/2 damage dealt + spell level
      • Affected by a non-damaging spell while casting: DC = DC of the spell + spell level
      • Grappled or pinned while casting: DC = 10 + grappler’s CMB + spell level
      • Vigorous motion while casting: DC = 10 + spell level
      • Violent motion while casting: DC = 15 + spell level
      • Extremely violent motion while casting: DC = 20 + spell level
      • Wind with rain or sleet while casting: DC = 5 + spell level
      • Wind with hail and debris while casting: DC = 10 + spell level
      • Weather caused by spell: DC = see spell
      • Entangled while casting: DC = 15 + spell level
  • Spell DC: 10 + spell level of the spell + casting modifier