PF1.5 Field Manual
- The 3-Action Economy & MAP
- Spellcasting
- Reactions
- Class-Specific Rules
- Simplified Conditions
- Progression & Damage
- Healing Consumables
- Combat Examples
- Quick Reference Table
01 — The 3-Action Economy
Free Actions and Swift Actions (if they are not spells) are still "free" and don't consume your 3 actions, but are limited to one per turn unless a specific ability states otherwise.
Movement cannot be split between other actions. If you want to move 10 feet, attack, then move 20 feet — that's two separate Move actions.
Multiple Attack Penalty (MAP)
MAP tracks total swings per turn — not action slot position. If you Strike, then Move, then Strike again, both Strikes are at full BAB because only 2 swings have been made.
| Swing # This Turn | Attack Bonus | Notes |
|---|---|---|
| 1st Strike | Full BAB | Always clean |
| 2nd Strike | Full BAB | Still clean — no penalty |
| 3rd Strike | Full BAB −5 | MAP kicks in |
| 4th+ Strike | Cumulative −5 | Only possible via feats or Haste |
02 — Spellcasting
| Spell Type | Cost | Notes |
|---|---|---|
| Standard Action Spell | Most spells — fireball, cure wounds, summon I–III | |
| Full-Round Action Spell | Summon Monster IV+, Gate, high-level rituals | |
| Swift/Quickened Spell | Limit 1 per turn |
03 — Reactions
Reactions can be used for:
- Attack of Opportunity — Standard PF1 rules
- Legacy Item System Path abilities — Many Path abilities cost your Reaction
- Class features — Parry, Counterspell, etc.
- Readied Actions — Spend 2 actions on your turn to Ready; triggers use your Reaction
04 — Class-Specific Rules
Magus — Spellstrike
Costs 2 actions and consumes your Reaction for the turn. Combines spell delivery with a melee attack in a single devastating strike.
Bard / Skald — While Performing
Maximum 2 attacks with the Strike action while singing or maintaining a raging song, regardless of BAB.
Rapid Shot
Costs 2 actions. Performs 2 attacks at full BAB. This replaces the normal Strike for that turn.
Lancer — Jump
Costs 2 actions (reduced to 1 action at 13th level with Greater Tactical Jump). Leap to a target and make a single devastating polearm strike with bonus damage. At 17th level, Full Attack Jump allows a full Strike on landing.
Pets, Companions & Summons
Animal Companions / Familiars / Eidolons act on their own turn, immediately after their master's turn. Summoned Creatures act on the next round after being summoned.
05 — Simplified Conditions
These graded conditions replace their standard PF1e equivalents. The number (X) represents severity — higher is worse.
Stat Penalty Conditions
Action Tax Conditions
Standard Conditions (Unchanged from PF1e)
Dazzled: −1 sight-based Perception. No AoOs. · Blinded: Auto-fail sight checks. −4 AC, lose Dex to AC, half speed. +2 to hit you. · Deafened: Auto-fail sound checks. −4 initiative. 20% spell failure (verbal). · Dying: Unconscious at 0 HP. GM makes secret stabilization checks. Death at negative HP = Constitution score.
All other conditions function as written in Pathfinder 1e.
06 — Progression & Damage
Half-Level Damage Bonus
All PCs add half their character level (rounded down) to all damage rolls — melee, ranged, and spells. NPCs add half their Hit Dice.
| Level | 1–3 | 4–5 | 6–7 | 8–9 | 10–11 | 12–13 | 14–15 | 16–17 | 18–19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|
| Bonus | +0/+1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
Damage Resistance
Starting at 5th level, PCs gain DR 1/−. This increases by +1 at every odd level thereafter. Significant NPCs/bosses gain the same starting at CR 5.
| Level/CR | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 |
|---|---|---|---|---|---|---|---|---|
| DR /− | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
DR Interaction Rules
- Homebrew DR/- vs Typed DR (DR/silver, DR/good, DR/adamantine, etc.): These do not stack. Against any single hit, apply whichever DR blocks more damage. The homebrew DR/- acts as a floor — even when an enemy's typed DR is bypassed by the correct weapon property, the homebrew DR/- still applies.
- Class DR/- Stacking: If a class feature, archetype, or feat grants DR/- (Barbarian, Stalwart Defender, Invulnerable Rager, rage powers, etc.), it stacks additively with the homebrew DR/-. Example: A level 13 Barbarian has class DR 3/- + homebrew DR 5/- = DR 8/-. Classes built around physical toughness should feel tougher than everyone else.
- Boss DR: Major bosses gain DR/- from the same CR-based progression. This layers with their existing typed DR using the same "use highest, don't stack" rule. A Pit Fiend (DR 15/good and silver) with boss DR 8/- still has DR 8/- even after a Holy Silver weapon bypasses the typed DR.
- DR does not reduce spell or energy damage. Only physical/weapon damage is affected.
07 — Healing Consumables
Potions — Emergency Backup
Always heal full value. Draw (1 action) + Drink (1 action) = 2 actions.
| Type | Healing | Cost |
|---|---|---|
| Minor | 8 HP | 30 gp |
| Lesser | 21 HP | 90 gp |
| Moderate | 34 HP | 250 gp |
| Greater | 68 HP | 900 gp |
| Major | 94 HP | 3,000 gp |
Scrolls — Caster Tool
Full value healing. Draw (1 action) + Cast (2 actions) = 3 actions. Requires UMD or casting ability.
| Spell | Healing | Cost |
|---|---|---|
| Cure Light (CL1) | 9 HP | 25 gp |
| Cure Moderate (CL3) | 21 HP | 150 gp |
| Cure Serious (CL5) | 29 HP | 375 gp |
| Cure Critical (CL7) | 43 HP | 700 gp |
Wands — Efficient Reserves
Standard PF1 rules (variable healing). CLW Wand: 750 gp / 50 charges = 15 gp per use, avg 5.5 HP. Best for post-combat and dungeon delving.
08 — Combat Examples
09 — Quick Reference Table
| Action | Cost | Who | Key Notes |
|---|---|---|---|
| Move | 1 | Everyone | Cannot split between other actions |
| Strike | 1 | Everyone | 1 attack at full BAB. See MAP for 3rd+ swing penalty (−5). |
| Cast (Standard) | 2 | Casters | Fireball, Cure Wounds, most spells |
| Cast (Full-Round) | 3 | Casters | Summon Monster IV+, Gate |
| Cast (Swift) | 1 | Casters | Quickened spells. Limit 1/turn. |
| Skill | 1 | Everyone | Demoralize, Feint, Aid Another, Disable Device |
| Rapid Shot | 2 | Ranged | 2 attacks at full BAB |
| Magus: Spellstrike | 2 | Magus | Also consumes your Reaction |
| Lancer: Jump | 2 | Lancer | 1 action at 13th+. Full Attack Jump at 17th. |
| Draw / Interact | 1 | Everyone | Draw weapon, pull potion, open door |
| Reaction | 1/rnd | Everyone | AoO, Legacy abilities, Readied actions, Class features |