Tips & Tricks

TIPS & TRICKS

Party Coordination Guide

General Combat Tips

What is DC? (Difficulty Class)

DC is the target number you need to meet or beat with your roll. It represents how hard something is to do.

DCDifficultyExample
10EasyClimb a ladder
15MediumPick a simple lock
20HardIdentify a rare creature
25Very HardDisarm a complex trap
30+ExtremeLegendary feats
Formula: Roll d20 + your modifier → compare to DC → if result ≥ DC, you succeed!

Degrees of Success

Every check in PF2E has 4 possible outcomes:

ResultHow to Get ItWhat Happens
Critical SuccessBeat DC by 10+ OR natural 20 upgrades successExtra good effect (double damage, better outcome)
SuccessMeet or beat DCYou succeed as expected
FailureBelow DCYou fail, usually no effect
Critical FailureFail DC by 10+ OR natural 1 downgrades failureExtra bad effect (backfire, worse outcome)

Natural 1 and Natural 20

Important: Nat 20 is NOT automatic success! If you roll 20 but still don't meet DC, you only get regular success (upgraded from failure). Against very high DCs, even nat 20 might just be "success" not "critical success".

Example: Making a Check

Scenario: Aisa wants to Pick a Lock (DC 20). Her Thievery is +12.

The Rule of 10 (Why Debuffs Matter!)

Example: Enemy has AC 22. You attack with +12. You need to roll 10+ to hit, 20 to crit.
Elira casts Frightened 2 on enemy → their AC drops to 20.
Now you need 8+ to hit, 18+ to crit. Your crit chance doubled!

Action Economy

Every character has 3 actions per turn. Use them wisely:

Powerful Skill Actions

ActionSkillEffect
DemoralizeIntimidationFrightened (debuff everything)
TripAthleticsProne + Flat-footed
FeintDeceptionFlat-footed for your attacks
Recall KnowledgeVariousLearn enemy weaknesses
Create DiversionDeceptionBecome Hidden mid-combat

Demoralize - Intimidation in Combat

Demoralize (1 action) is one of the best skill actions in the game. Roll Intimidation vs target's Will DC:

ResultEffect
Critical SuccessFrightened 2
SuccessFrightened 1
FailureNo effect
Critical FailureNo effect, +4 bonus to target for 1 min
Limit: Same target only once per 10 minutes! Demoralize different enemies.

Why Demoralize is So Good

Frightened reduces ALL checks and DCs by its value - attacks, AC, saves, skills, spell DCs:

Best opener: Demoralize (1 action) then cast a save spell (2 actions). Enemy has penalty to the save!

Party Intimidation Ranking

#CharacterIntimidationProficiency
1Elira+13Expert
2Ash+11Trained
3Miyako+10Trained
4Shtar+10Trained
5Aisa+1Untrained

Demoralize Tactics

Requirements: Target must see or hear you. Needs shared language (unless you have Intimidating Glare feat - then works on anything).

Focus Fire

✓ DO: Focus all attacks on one enemy until it's down. A dead enemy deals 0 damage.
✗ DON'T: Spread damage across multiple enemies. Five enemies at 50% HP still deal 100% damage.

Hero Points (non-mythic)

Standard PF2E characters get Hero Points for rerolls. GM awards 1-2 per session per player.

Note: This party uses Mythic Points instead (see below).

Quick Reference Tables

Conditions

ConditionEffectHow to Remove
Frightened X-X to all checks and DCsReduces by 1 at end of turn
Sickened X-X to all checks and DCsFortitude save as 1 action
Flat-footed-2 ACDepends on source
Prone-2 Attack, Flat-footed vs melee, +2 AC vs rangedStand up (1 action)
Stunned XLose X actionsAutomatically expires
Slowed XHave X fewer actionsDepends on source
Enfeebled X-X to STR attacks and damageDepends on source
Clumsy X-X to AC, Reflex, DEX attacksDepends on source
DazzledAll creatures are concealed (DC 5 flat check)Depends on source
BlindedAll terrain is difficult, all creatures hiddenDepends on source
GrabbedImmobilized + Flat-footedEscape action (Athletics/Acrobatics)
RestrainedImmobilized + Flat-footed + -2 AttackEscape action (harder DC)

Basic Actions

ActionCostEffect
Strike1 actionMake a weapon attack
Stride1 actionMove up to your Speed
Step1 actionMove 5 ft without triggering reactions
Raise Shield1 action+2 AC until next turn
Stand1 actionGet up from Prone
Take Cover1 actionImprove cover by one step
Crawl1 actionMove 5 ft while Prone
Escape1 actionBreak free from Grabbed/Restrained
Ready2 actionsPrepare action for a trigger
DelayFreeDelay your turn in initiative

Multiple Attack Penalty (MAP)

Attack #StandardAgile Weapon
First+0+0
Second-5-4
Third+-10-8
Tip: MAP resets at the start of your turn. Use skill actions between attacks to avoid stacking penalties!

Attack of Opportunity (AoO)

Important: NOT every creature has Attack of Opportunity! Only some fighters, champions, and monsters have it. Ask GM or Recall Knowledge to find out.
Triggers AoODoesn't Trigger AoO
Stride (moving out of reach)Step (5 ft careful move)
Stand up from ProneCrawl while Prone
Manipulate actions (drink potion, reload)Concentrate actions (most spells)
Ranged Strike in meleeCast spell without Manipulate trait

Common Reactions

ReactionWho Has ItTrigger
Attack of OpportunityFighters, some champions, monstersManipulate/Move in reach
Shield BlockAnyone with raised shieldTake physical damage
Champion's ReactionChampions (Miyako)Ally takes damage nearby
Reactive StrikeSome monstersSame as AoO

Damage Types

CategoryTypes
PhysicalBludgeoning, Piercing, Slashing
EnergyFire, Cold, Electricity, Acid, Sonic
AlignmentSpirit (holy/unholy), Vitality, Void
OtherMental, Poison, Bleed, Precision
Resistances: Reduce damage by X. Weaknesses: Increase damage by X. Immunities: Take no damage.

Cover

Cover TypeAC BonusReflex Bonus
Lesser Cover+1
Standard Cover+2+2
Greater Cover+4+4

Visibility & Detection

StateEffectTo Hit
ObservedEnemy sees you normallyNormal attack
ConcealedFog, dim light, blurDC 5 flat check or miss
HiddenEnemy knows your square but can't see youDC 11 flat check or miss
UndetectedEnemy doesn't know where you areDC 11 + guess correct square
InvisibleCan't be seen at allHidden (DC 11) + no AoO

Rest & Recovery

ActivityTimeEffect
Treat Wounds10 minDC 15 = 2d8, DC 20 = 2d8+10, DC 30 = 2d8+30
Refocus10 minRegain 1 Focus Point
Short Rest10 minTreat Wounds + Refocus
Long Rest8 hoursFull HP, reset spell slots, remove fatigued
Party Tip: After combat, have Ash or anyone with Medicine use Treat Wounds to save spell slots for the next fight!

Mythic Points & Rewrite Fate

What are Mythic Points?

Mythic Points (MP) are a special power pool for mythic characters. They replace Hero Points - if you have MP, you don't get HP.

ParameterValue
Pool per session3 MP
Maximum3 MP (you can't have more)
ResetAt the start of each session

Rewrite Fate - Reroll with Mythic Proficiency

The main ability of mythic characters. Allows you to reroll a failed check with a better bonus.

Trigger: You roll a skill check or saving throw and don't like the result.
Cost: 1 Mythic Point
Effect: Reroll with mythic proficiency (10 + character level)

Example: Rewrite Fate in Action

Scenario: Ash (level 5) must make a Will save against a Fear spell. DC = 22.

Step 1 - Normal roll:

Will save = d20 + proficiency + character level + WIS = d20 + 4 + 5 + 3 = d20 + 12

Ash rolls d20 and gets 3. Result: 3 + 12 = 15. Failure!

Step 2 - Rewrite Fate (cost 1 MP):

Reroll = d20 + mythic proficiency = d20 + 10 + 5 (character level) = d20 + 15

Ash rolls d20 again and gets 8. Result: 8 + 15 = 23. Success!

Key difference: Rewrite Fate uses 10 + character level instead of your normal bonus. At level 5, it's always +15, regardless of skill or save!

Mythic Proficiency by Level

Character LevelMythic Proficiency
110 + 1 = +11
510 + 5 = +15
1010 + 10 = +20
1510 + 15 = +25
2010 + 20 = +30

Recovering Mythic Points

ActionMP Recovered
Killing a mythic enemy (you deal the final blow)+2 MP
Killing a mythic enemy (rest of the party)+1 MP
Completing a mythic deed+3 MP
Acting in line with your Calling (edicts)+1 MP
Legendary accomplishment+1+ MP (GM decision)

Other Uses of Mythic Points

When to Use Rewrite Fate?

✓ USE when:
  • Failure means death or serious consequences
  • Your normal bonus is low (e.g., weak save)
  • You rolled very low (1-5 on d20)
✗ SAVE when:
  • Failure has minor consequences
  • Your normal bonus is already high
  • You only have 1 MP left and might need it later
Miyako

Miyako Nakamura

Tanuki Nephilim Champion - Tank & Protector

Your Primary Role

You are the party's shield. Your job is NOT just to deal damage, but to:

Champion's Reaction

This is your most important ability. Depending on your cause:

Pro tip: Stay within 15 feet of your squishies so your reaction can reach them!

Reactive Shield

Use this when YOU are attacked. Raise Shield as a reaction for +2 AC before the attack resolves.

Positioning Guide

Action Economy

Turn TypeAction Pattern
OpeningStride → Raise Shield → Strike (or Demoralize)
EngagedStrike → Strike → Raise Shield
ProtectingStride to ally → Raise Shield → Ready action

Synergy with Party

Aisa

Aisa

Elf Nephilim Rogue - Striker & Skill Monkey

Sneak Attack is Everything

You deal bonus precision damage when target is flat-footed to you. Get flat-footed by:

Racket Matters

Your Rogue's Racket defines your playstyle:

Flanking 101

How to flank: You and an ally must be on opposite sides of the enemy (draw a line through the enemy between you two). Both of you get flat-footed against that enemy.

Skill Actions in Combat

ActionWhen to Use
FeintCan't get flanking, need flat-footed
Create DiversionNeed to Hide, escape, or reposition
Tumble ThroughGet past enemies to flank
DemoralizeIf you have good Intimidation

Action Economy

SituationBest Pattern
Have flankingStrike → Strike → Step/Hide
No flankingFeint → Strike → Step
Need to repositionTumble Through → Strike → Strike
Multiple enemiesStrike → Move to new flank → Strike

Survival Tips

Synergy with Party

Elira

Elira Drakar

Elf Nephilim Sorcerer - Blaster & Controller

Spell Slot Management

Your slots are limited. Don't burn everything on the first fight!

SituationWhat to Use
Weak enemiesCantrips (unlimited!)
Medium encountersLow-level slots
Boss fightsHighest slots
EmergencySave 1-2 top slots always

Buff vs Blast

Often better: One Haste on Miyako = +3-4 attacks over the fight = more damage than one Fireball

When to blast:

Top Spells by Role

Buffs (cast on allies):

Debuffs (cast on enemies):

Damage:

Cantrips - Your Bread & Butter

CantripBest Use
Electric Arc2 targets, basic Reflex save
Produce FlameSingle target ranged attack
DazeWeak enemies, chance to stun
ShieldWhen not casting - +1 AC, can block

Positioning

Stay BACK! You have d6 HP. Stay 30+ feet behind Miyako. Use cover when available (+2 AC).

Signature Spells

Choose versatile spells as Signature - you can cast them at any level:

Synergy with Party

Ash

Ashccara Sanicri

Elf Nephilim Oracle - Healer & Support

Curse Management

Your Oracle curse is a double-edged sword:

Track your curse level! You can't reduce it until 10-minute rest.

Healing Strategy

Heal spell modes:

ActionsEffectWhen to Use
1 actionTouch, one allyAdjacent ally needs healing
2 actions30 ft range, one ally OR harm undeadStandard healing
3 actions30 ft emanation, ALL alliesMultiple allies hurt, best efficiency
Pro tip: 3-action Heal is usually best value. Position yourself centrally to reach everyone.

When to Heal vs When to Act

Beyond Healing

You're NOT just a healbot! Oracle spells include:

Mystery Spells

Your mystery grants unique focus spells. Use them! They refill on 10-min rest.

Positioning

Action Economy

SituationAction Pattern
Start of combatBless (2 actions) → Move to position
Ally badly hurtHeal 2-action → Cantrip or Move
Multiple hurtHeal 3-action
No healing neededBuff/Debuff spell → Cantrip damage

Synergy with Party

Shtar

Jakub Shtar

Skeleton Nephilim Gunslinger - Ranged DPS

Reload Management

Firearms need reloading. Your action economy depends on your weapon:

Pattern: Reload → Strike → [Third action: Move/Skill/Strike with sidearm]

Gunslinger Ways

Your Way determines your special abilities:

Cover is Your Friend

Cover TypeBonus
Lesser Cover+1 AC
Standard Cover+2 AC
Greater Cover+4 AC

Use Take Cover action to improve cover by one step!

Positioning

Handling Melee Enemies

If an enemy reaches you:

  1. Step away (1 action, no AoO)
  2. Reload if needed
  3. Fire at point-blank (no penalty for most guns)

Or switch to backup melee weapon if you have one.

Called Shots & Tricks

Gunslingers often get special abilities:

Action Economy

SituationAction Pattern
Standard turnReload → Strike → Take Cover/Move
Special reload featRisky Reload → Strike → Strike
Enemy approachingStrike → Reload → Step back
SnipingAim (if available) → Strike → Reload

Synergy with Party

Party Synergy & Coordination

Optimal Battle Formation

Battle Formation Diagram

Turn Order Priorities

  1. Miyako - Establish position, Demoralize, draw attention
  2. Ash - Bless or buff before others attack
  3. Elira - Debuff enemy (Slow/Fear) or buff ally (Haste)
  4. Aisa - Get flanking, Strike with sneak attack
  5. Shtar - Finish off weakened enemies, focus fire

Communication Calls

CallMeaning
"Going for flank!"Aisa moving to flank position
"Need heal!"Below 50% HP, Ash prioritize
"Focus [target]!"Everyone attack this enemy
"Weak to [X]!"Recall Knowledge result, exploit it
"Incoming!"New enemies approaching backline
"Covering [name]"Miyako positioning to protect

Combo Setups

Emergency Protocols

If someone goes down (0 HP):

  1. Ash: Heal them immediately (2-action Heal)
  2. Miyako: Move to protect their body
  3. Others: Focus fire on the threat that downed them

If Ash goes down:

  1. Elira: Use any healing items or scrolls
  2. Miyako: Protect Ash's body, Battle Medicine if trained
  3. Aisa/Shtar: Eliminate the threat FAST

If surrounded/ambushed:

  1. Miyako: Move to most threatened ally
  2. Elira: AoE control spell (Fear, Grease)
  3. Aisa: Tumble Through to escape
  4. Shtar: Fighting retreat, Step + Reload + Fire
  5. Ash: 3-action Heal to keep everyone up