Encounter

Build a fight for your party: its threat, elite and weak creatures, a quick group built for you, Recall Knowledge DCs and weak spots, one sheet ready to paste, and cards to run it.

The creatures

    Save this encounter as

    Threat is GM Core's (p.75-76): each creature's XP by its level against the party's, added up, against the budget for your number of characters; the thermometer places it between the budgets, and the upper half of a band reads as a half step ("Moderate to Severe"). Pathfinder 2e has no challenge rating: the XP total is the measure. Build one uses GM Core's Quick Adventure Groups (p.75), fitted to your party by adding or removing creatures (p.76), with creatures picked at random from the levels it needs (Build again for others). Weak and Elite are Monster Core's adjustments (p.6-7). Saved encounters stay in this browser only.

    The sheet

    Each Strike shows its bonus, then the second and third attack with the multiple attack penalty (-4 and -8 when agile), then its damage and the average of that damage. The lowest save of each creature is underlined. Recall Knowledge: the DC for the creature's level (GM Core p.52), harder for uncommon (+2), rare (+5) and unique (+10), with the skills its traits name (p.54); a fitting Lore is easy or very easy (-2 or -5). Names link to the full entry on Archives of Nethys.

    Run the fight

    Roll initiative rolls each creature's Perception (a tie goes to the creatures) and lists the characters for you to type theirs in; the order sorts itself. Type damage and press − (or + to heal); add a condition from the menu, with its value where it has one. Frightened drops by 1 at the end of its holder's turn. Kept in this browser until you roll again.

    Playtest it

    These creatures against the party below, fought many times by the computer: how often the party wins, who drops, which creature does the damage.