Pathfinder LITE: Players Compendium
v2 by Morgan Mains -- Based on the MicroLITE d20 core rules
Ability Scores: (Modifier = STAT – 10 / 2 (round down))
There are three core Ability Scores often called ‘Stats’.
Strength (STR)
Dexterity (DEX)
Mind (MND)
Skills & Actions: (Skill Rank = Level + Race Modifier + Class Modifier)
Skill Check: (Roll = 1d20 + Skill Rank + Stat Bonus + Situational Modifier)
There are four general skills that all characters may use.
Physical (Phys)
Subterfuge (Sub)
Knowledge (Know)
Communication. (Com)
Standard Actions & Skill Checks: Suggested rolls for Standard Actions and typical Skill Checks. Any player may suggest a different roll than listed which
may represent more accurately the action their character is attempting.
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Appraise - com+MIND Hunt / Forage sub+DEX Ride - com+DEX
Balance - phys+DEX Intimidate - com+STR Search - (Perception)
Bluff - com+MIND Jump (long) - phys+STR Sense Motive - com+MIND
Climb - phys+STR Jump (high) phys+DEX Sleight of Hand - sub+DEX
Concentration - phys+MIND Knowledge - know+MIND Speak Language - (Linguistics)
Craft - know+DEX Linguistics - comm+MIND Sneak (hide & move silent) -sub+DEX
Decipher Script - (Linguistics) Listen - (Perception) Spellcraft - know+MIND
Decipher Language - (Linguistics) Move Silently - (Stealth) Spot - (Perception)
Diplomacy - com+MIND Open Lock - (Disable Device) Stealth - sub+DEX
Disable Device - sub+DEX Perception – Survival - phys+STR
Disguise - sub+MIND Spot - phys+MIND Swim - phys+STR
Escape Artist (slip free)- sub+DEX Search - know+DEX Tumble - phys+DEX
Escape Artist (break free) - sub+STR Listen - sub+MIND Use Magic Device - know+MIND
Forgery - (Linguistics) Smell - phys+MIND Use Rope - know+DEX
Gather Information - (Diplomacy) Taste - know+MIND
Handle Animal - com+MIND Perform (act, sing, etc) - com+MIND
Heal - know+MIND Perform (instrument) - com+DEX
Hide - (Stealth) Profession - com+MIND
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Actions: Every character can take one Move Action and one Standard Action per turn.
Free Action: These take an insignificant amount of time to execute and thus are only limited by common sense. For example shouting a brief
sentence, drawing an easily accessible weapon, or giving a short hand signal.
Standard Action: These take a significant amount of time executes thus you only get one per round. Examples would be casting a spell, attacking
an opponent, or fishing an item from your backpack.
Move Action: These take a significant amount of time as well so you only get one per round. Examples of these would be running 30 feet, walking
15 feet, vaulting over a short wall, swimming 7 feet.
Saves: There are three types of saves used to determine the outcome of actions forced upon an unwilling character.
Reflex: (Save = Phys + DEX)
Fortitude: (Save = Phys + STR)
Will: (Save = MND + LVL)
Magic: To determine what spells are available to each class please refer to their class details.
Casting:
Spell Level: (Caster Level / 2 (round up))
The spell level a magic user can cast is equal or below 1/2 their class level, rounded up. The spell caster may only cast spells of their current spell
level or below.
Casting Cost: (Cost = Spell Level * 2 + 1)
Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast. This loss cannot be healed normally but is
recovered after 8+ hours rest.
Signature Spells: (Cost = Spell Level * 2)
Choose spells that suit your character. Select one 'signature' spell, per spell level, from 1st Spell Level upward that they prefer to use over any other.
These spells are easier to cast due to familiarity, costing 1 less HP to use.
Difficulty Class: (DC = 10 + Caster Level+MIND bonus)
Use this DC to check against for things like Reflex or Will saves vs. a spell’s effects. When casting a spell on an unwilling target that target may get a
Save which they will have to roll and check against your spell DC. Be sure to read a spells description to see what save, if any, your targets may get
and what happens if they fail a Save.
Memorization:
There is no need to memorize spells in advance; casting is spontaneous for all casting classes. The trade off for this benefit, and the superiority of
magic in general, is the cost of Hit Points to cast spells.
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Combat:
Hit Points: (HP = STR Stat + 1d6 per Level.) Combat Maneuver Bonus: CMB = Melee ATK bonus + Phys
skill bonus
Initiative: (Roll = 1d20 + DEX bonus) Usage: Executing a combat maneuver is a standard action. The
Someone should write down every character’s name, including opponents, and defending opponent makes an opposed roll against the attacker;
the Initiative number they rolled in the order of highest to lowest number. This both roll 1d20+CMB and the higher number wins. Some combat
is the Initiative Order for an encounter which dictates the order in which turns maneuvers can be maintained over several rounds (grapple or
are taken. bull rush); a defender may attempt to break free on their turn or an
attacker may attempt to maintain the maneuver on their turn.
All characters take a Turn in order of Initiative. After everyone has taken their Another opposed CMB check is rolled on the attacker’s and
Turn a new Round starts again at the top of the Initiative Order. Everyone can defender’s turn; if the attacker wins the maneuver is maintained but
take one Move Action and one Standard Action per turn. if the defender wins then the maneuver is broken.
Maneuvers:
Attack Bonus: When a player declares their character attacks an opponent o Grapple: You can attempt to grapple a foe, hindering their
they make an Attack Roll using one of these bonuses.
combat options. Once grappled you can attempt to move
Melee ATK: (Bonus = STR modifier + Level) together, damage your opponent, or pin them down.
Missile ATK: (Bonus = DEX modifier + Level) o Bull Rush: A bull rush attempts to push an opponent straight
Magic ATK: (Bonus = MND modifier + Level) back 5' without doing any harm.
o Trip: You may attempt to trip an opponent and knock them
Attacking: (ATK Roll = 1d20 + ATK bonus vs. opponent's AC) prone.
Which attack bonus to use depends on the type of weapon you are using.
o Disarm: Attempt to disarm opponent. Success and they drop
Melee ATK for close combat weapons, Missile ATK for ranged / thrown
weapons, and Magic ATK for spells that require a ‘ranged touch attack’ or their weapon; failure and you drop yours.
other ATK roll (read a spells description to see if it requires an attack roll). A o Overrun: Attempt to overrun your target, moving through the
player will declare who their character is targeting for an attack, make an ATK space it occupies.
Roll, and tell the GM what the total result is. The GM will check this number o Sunder: You can attempt to sunder an item held or worn by
against the target’s AC and announce if it was a ‘hit’ or ‘miss’. your opponent using a weapon you wield. Succeed and the
item is rendered useless until repaired.
Armor Class: (AC = 10 + DEX bonus + Armor bonus) o Charge: Run up to twice your normal distance and make a
Each type of armor has its own bonus designated; refer to your armor stats single attack. Path to target must be straight and clear of
and description when calculating a player character’s AC. Other modifiers can obstacles.
effect your Armor bonus so be sure to include things like shields, magic items, o Aid Another: Spend your turn aiding a nearby ally. The
spell effects, and include all applicable modifiers in order to accurately total up designated ally gains a +2 bonus on next roll.
a character’s AC.
Dual Wielding Weapons: Fighters, Rogues, and Rangers can wield 2 light
Critical Hit / Miss: A “Natural Roll” is a number rolled on the dice with no weapons and attack with both in a round if they take a -2 penalty on all ATK
modifiers applied. Consult with your DM what happens when a critical hit or Rolls that round. To determine if a weapon is a ‘light weapon’ please refer to
critical miss occurs. A typical result is double damage for a critical hit and a the weapon’s stats and description.
character harming themselves for a critical fumble. These only apply to ATK
Rolls.
Damage: (DMG Roll = damage dice + modifiers) subtract result from
Critical Hit: Natural 20 opponents HP.
Critical Miss: Natural 1 When an ATK Roll results in a hit then the player makes a DMG Roll. Each
weapon will have designated dice types to roll for damage so refer to your
Multiple Attacks: If a character’s total ATK bonus is +6 or more then a weapon stats when rolling for damage. Spells indicate in their description what
second ATK can be made that round at a -5 penalty. If a character’s total ATK dice to roll.
bonus is +11 or more then a third ATK can be made that round at a -10 Damage Bonus: Add your character’s STR modifier to Melee
penalty. damage, multiply by 2 for 2-handed weapons. Other modifiers from
Example: If the total bonus is +6; two attacks can be made with ATK spell effects, magic items, or other circumstances may apply so be
Bonuses of +6/+1 sure to add everything.
Example: If the total bonus is +12, three attacks can be made with
ATK Bonuses of +12/+7/+2. Death: If a character’s HP reaches 0; the character falls unconscious and is
near death. Further damage directly reduces STR. If STR reaches 0 the
Combat Maneuver System: Attacker roll = 1d20 + CMB vs. Defender roll player’s character is dead. Once revived and conscious; a characters STR is
= 1d20 + CMB (higher number wins) restored while HP will have to be magically cured or healed with extended rest
and care.
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Races: These are the classic races. If you wish to play a different race please consult with your DM.
Dwarf Languages: Elven and Common
Dwarven Bravado: While dwarves are both tough and wise they Half-Orc
are also a bit gruff. Half-Orc Bravado: Physically strong and always on the look out for
Modifiers: +2 STR, -1 Comm danger. Their orc stock does tend to limit their intelligence
Languages: Dwarven and Common however.
Modifiers: +2 STR, -1 Know
Elf Mixed Blood: They count as both Human and Orc for any effects
Elvish Domineer: Elves are nimble, both in body and mind, but that specify race.
tend to be rather frail. Languages: Orc and Common
Modifiers: +2 MND, -1 Phys
Languages: Elven and Common Halfling
Halfling Stature: Halflings are nimble and strong willed but their
Gnome small stature makes them weaker than most races.
Gnomish Stature: Although they tend to be physically weak they Modifiers: +2 DEX, -1 Phys
are quite hardy and their attitude makes them naturally agreeable… Languages: Halfling and Common
when they want to be!
Modifiers: +1 DEX, +1 MIND, -1 Phys Human
Languages: Gnomish, Sylvan, and Common Human Domineer: Humans have a variable nature; no two are
alike. They are also very adaptable; learning or adapting to almost.
Half-Elf Modifiers: +1 to any STAT, +1 to all Skill Rolls, -1 to any STAT
Half-Elf Domineer: Half-elven nature is a variance somewhere Languages: Common
between Elven and Human.
Modifiers: +1 MIND, +1 to all Skill Rolls, -1 STR
Mixed Blood: They count as both Human and Elven for any effects
that specify race.
Classes:
For details on each class please refer to individual class’s document. These are just basic descriptions to help you decide which class best suits your character
concept.
Barbarians may use light or medium armor and light shields. They received a +3 bonus to Physical skill. Barbarians use their Rage to release
special abilities.
Bards wear light armor and may use light shields. They gain a +2 bonus to Communication, Subterfuge, and Knowledge. Bards use their
Performance to manifest their special abilities and also cast Bard Magic.
Clerics wear light or medium armor and may use light shields. They cast divine spells and gain a +3 bonus to Communication skill. A cleric can
channel either Good or Evil divine energy based on their alignment to use special abilities (Neutral clerics make a permanent choice when character is
created). Clerics use Divine Magic may cast any divine spell in SRD.
Druids wear any non-metal armor or shield. They gain +2 to Knowledge. Druids may use Duridic Magic and have the Wild Shape special ability.
They have a Natural Bond with an animal companion.
Fighters wear any kind of armor and any shield. They get a +3 bonus to Physical skill. Fighters use their Combat Prowess to execute special
abilities.
Monks do not wear armor or shields. They gain +2 to Physical and +1 to Knowledge skills. A monk’s Unarmed Strikes are considered light, magic
weapons with damage increasing 1 die size every 5 levels (1d6, 1d8, 1d10, 1d12) These warrior-artists can use Ki to unleash special abilities.
Paladins may wear any kind of armor and use shields. They have a +1 bonus to Physical and a +2 bonus to Communication. Paladins use
Righteous Favor for special abilities and Holy Magic to cast some divine spells. A character must be of Lawful Good alignment to be a Paladin
Rangers use light or medium armor and can use light shields. They may cast spells using Ranger Magic and gain special bonuses against their
Favored Enemies. They eventually form a Hunter’s Bond with an animal companion.
Rogues use light armor but not shields. They have a +3 bonus to Subterfuge skill. Rogues use their Talents to perform special abilities.
Sorcerers wear no armor or shields. They gain a +3 bonus to Knowledge skill. Sorcerers are able to cast any arcane spell in SRD and have a
Familiar to aid them in their quests.
Wizards wear no armor or shields. They gain a +3 bonus to Knowledge skill. Wizards are able to cast any arcane spell in SRD and utilize their
Esoteric Object to facilitate their magic.
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Character Creation:
Ability Scores (Stats):
6
Roll 4d6 and ignore lowest number. Add remaining three dice and write down this number. Repeat two more times. Allocate the three numbers to your
stats in any order. Calculate your stat Modifiers: (Modifier = STAT – 10 / 2 (round down))
STR
DEX
MND
Race:
Select one of the following races and apply modifiers directly to their associated Stat or Skill.
Humans: +1 to any STAT, +1 to all Skills, -1 to any STAT
Elves: +2 MND, -1 Phys
Dwarves: +2 STR, -1 Comm
Halflings: +2 DEX, -1 Phys
Gnomes: +1 DEX, +1 MIND, -1 Phys
Half-orcs: +2 STR, -1 Know
Half-elves: +1 MIND, +1 to all Skills, -1 STR
Alignment:
Figure out your character’s alignment based on their personality and background. Combine one item from the left with one from the right and this is your
character’s alignment. Alignment is your characters morale barometer which gages the typical behavior of your character. This is not a limitation or
restriction of what your character can and can not do but rather how they behave most of the time. Alignment is also a great way to distinctly separate
the Player from a Character and help the player role play their character. For more details on alignment refer to the SRD.
Lawful Good
Neutral Neutral
Chaotic Evil
Class:
Choose one of the following classes. For details on each class please refer to individual class’s document. Players may multiclass a character but the
Class Modifiers are only applied for the first class taken and not for multiclassing.
Barbarians
Bards
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Rogues
Sorcerers
Wizards
Skills:
Calculate your character’s skill ranks with this equation: (Skill Rank = Level + Race Modifier + Class Modifier)
Note that the Class Modifiers are only applied for the first class a character takes and not for multiple classes.
Physical (Phys)
Subterfuge (Sub)
Knowledge (Know)
Communication. (Com)
Magic:
If your character can cast spells then calculate your spell Difficulty Class (DC) using this equation: (Spell DC = 10 + Caster Level + MND bonus).
Choose your favored spell for each Spell Level starting at Spell Level 1; these spells costs 1 less HP to cast. All other spells cost: (HP Cost = Spell
Level * 2 + 1).
Level Advancement:
First apply Base Advancement then apply Class Specific advancement for each class your character leveled up. If you are multiclassing a character
then do not apply the Class Modifiers. Most characters start off at level one and achieve levels as their experience increases. However players may
wish to start at a higher level but the same advancement rules apply; consult with your DM on what level play will begin at. Perhaps everyone decided
on playing a specific adventure module that looked interesting but it’s recommended for level 4 characters thus everyone may want to start playing with
level 4 characters.
Experience: In order to gain levels characters must earn experience by achieving goals. While there is a great emphasis based on gaining
experience through slaying opponents; that need not be the only way experience is gained. Your DM should award experience to characters based on
their success at completing objectives; not just body counts. Outlined here are two methods of determining when a character will gain a level; consult
with your DM on which method will be used.
Level by Encounter:
Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, objective, situation, etc. Add +1 for each doubling of the number
of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total equals 10 x your current level, you’ve advanced to the
next level. Reset the total to 0 after advancing.
Level by Adventure:
Every third adventure that a character survives they gain a level. If progress is too quick then the DM may opt for leveling every fifth
adventure. An adventure is comprised of many encounters. An encounter is made up of several objectives. This method is much broader
and assumes that a character who survives an entire adventure has obviously gained much experience and therefore after several adventures
they have earned a level. Keep in mind an adventure may take more then one real life game session to complete so do not assume your
character will advance a level just because your gaming group had three sessions.
Base Advancement: All characters, regardless of class or race, gain these advancements upon leveling up.
+1d6 HP
+1 to all Attack modifiers (Melee, Ranged, & Magic)
+1 to all Skill ranks (Phys, Comm, Know, Subt)
+1 to all Save modifiers (Reflex, Fortitude, Will)
If Character Level is divisible by three then +1 STR, DEX, or MND
o Level 3, 6, 9 12, 15, 18, etc…
Class Specific Advancement: Characters advance upon leveling up based on their class as well. Refer to an individual class’s document for more
specific information on class features or special abilities and how they increase as a character gains levels.