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Pathfinder, 2nd Edition

Character Action
Quick Reference Sheets
by GhostBob
v1.2

For the sake of brevity,


I succinctified the descriptions.
For corrections/suggestions/etc...
Harass me on Reddit. Politely.

Credits and Attributions


Pathfinder 2e Game System by Paizo (OG license)
Clock by Alexander Wiefel, DE. (CC license)
Compass by Amy Morgan. (CC license)
Sword by Johan H. W. Basberg, GB. (Public domain)
Encounter Actions
ADMINISTER FIRST AID (MEDICINE) CLIMB (ATHLETICS)
MANIPULATE MOVE
Requirement: You have healer’s tools (page 290). Move up, down, or across an incline. You are Flat-Footed.
Attempt to heal dying/bleeding adjacent creature. Crit Success: Move 5’ + 5’ per 20 of your land Speed.
• Stabilize: DC 5 + their recovery DC (15 + its dying value). Success: Move 5’ per 20 of your land Speed (min 5).
• Bleeding: DC is the DC that caused the bleeding. Crit Failure: You fall and land prone.
Success: If stabilizing, success. If bleeding, flat check to end.
Crit Failure: Stabilize: Dying++ COMMAND AN ANIMAL (NATURE)
Bleeding: Take bleed damage again. AUDITORY CONCENTRATE
+ AID Nature vs Will DC (GM may +/- the difficulty).
Trigger: Ally is about to use action you prepared for. Auto-fail if its Hostile/Unfriendly. +1 degree if Helpful to you.
You must spend same # of actions as the animal must use.
Requirement: Ally is willing to accept aid.
Success: It does as you command on its next turn.
After spending an action preparing to help, you use your re- Failure: It hesitates, doing nothing.
action to assist an ally in their action. Usually DC 20 for you. Crit Failure: It misbehaves/misunderstands and does that.
Crit Success: Grant +2 (+3@Master, +4@Legend) bonus.
Success: Grant ally +1 circumstance bonus. CONCEAL AN OBJECT (STEALTH)
Crit Failure: Ally takes -1 circumstance penalty instead.
MANIPULATE SECRET
ARREST A FALL Hide a small/light object on your person. GM rolls Stealth vs
Trigger: You fall. all observer’s passive Perception DC. If specifically looking,
Requirement: You have a fly speed. the observer can roll Perception instead. Can also be used to
Acrobatics vs DC 15 (usually, higher based on circumstance) stash an object somewhere hidden to similar effect.
Success: Fall gently, taking no damage from the fall. Success: The object remains undetected.
Failure: The searcher finds the object.
AVERT GAZE
Avert your gaze from danger until SoYNT. +2 circumstance COVER TRACKS (SURVIVAL) Trained
bonus to saves that require you to look at a creature/object. CONCENTRATE MOVE
When you cover your tracks, the DC to Track you is the high-
BALANCE (ACROBATICS) er of your Survival DC or the normal DC to Track you.
MOVE
Requirement: On narrow surface, uneven ground, etc. CRAWL
MOVE
Acrobatics vs Balance DC. You’re Flat-Footed.
Crit Success: You move up to your Speed. Requirement: Prone and Speed is at least 10’
Success: Treat the surface as difficult terrain. Move 5’, you stay Prone.
Crit Failure: You fall and your Turn ends.
CREATE A DIVERSION (DECEPTION)
BATTLE MEDICINE (MEDICINE) Feat Required MENTAL
HEALING MANIPULATE SKILL
Attempt to distract targets. If gesture/trick, add Manipulate
Attempt Treat Wounds, target is immune to this for one day. trait. If verbal, add Auditory & Linguistic trait. Deception vs
DC 15 (+/- circumstances) Medicine (20 @ Expert for +10 HP, Perception DC’s, then they get +4 vs this action for 1 min.
30 @ Master for +30 HP, 40 @ Legend for +50 HP). Success: Become Hidden, and usually Sneak away.
Crit Success: Target regains 4d8 HP and Wounded removed. Failure: They don’t fall for it, and are aware of your attempt.
Success: Target regains 2d8 HP and Wounded removed.
Crit Failure: Target takes 1d8 damage. DELAY
BURROW Trigger: Your turn begins.
MOVE Take any persistent damage or other negative effects, lose
Requirement: You have a burrow speed. any beneficial ones that would end on your turn, then you’re
Dig up to your Speed through dirt/sand/loose material. removed from initiative. You can return via a Free Action
Can’t burrow through rock unless told otherwise. triggered by the end of any other creature’s turn.
DEMORALIZE (INTIMIDATE) FLY
AUDITORY CONCENTRATE EMOTION MENTAL MOVE
Shake resolve of an enemy within 30’. Intimidate vs Will DC. Requirement: You have a fly speed.
-4 circumstance penalty if they can’t hear/understand you. Move through air up to your fly Speed. Treat upwards as
Regardless, target is immune to your Demoralize for 10 mins. difficult terrain. Straight down is double-Speed. You can use
Crit Success: Target becomes Frightened 2. an action to Fly 0’. If airborne and don’t fly 1/turn, you fall.
Success: Target becomes Frightened 1.
GRAB AN EDGE
DISABLE DEVICE (THIEVERY) Trained MANIPULATE
Trigger: You fall from/past an edge or handhold.
MANIPULATE
Requirement: Your arms are free to flail about.
Requirement: Some devices require Thieves Tools.
Try to grab the edge, potentially stopping your fall. Make a
Attempt to make progress disabling a device. Reflex save vs Climb DC.
Crit Success: Disabled, or 2 successes on complex item. Crit Success: You grab the edge, whether or not you have a
Success: Disabled, or 1 success on complex item. free hand. Take damage from distance fallen so far -30’.
Crit Failure: You trigger the device. Success: You grab the edge only if you have a free hand.
Take damage from distance fallen so far -20’.
DISARM (ATHLETICS) Trained Crit Failure: Keep falling, and if you already fell 20’+, take 10
ATTACK damage for every 20’ fallen.
Requirement: Free hand & target at most 1 size larger.
GRAPPLE (ATHLETICS)
Knock item out of their grasp. Athletics vs Reflex DC.
ATTACK
Crit Success: It falls to the ground in opponent’s space.
Success: Until their turn, +2 to disarm, -2 to use item. Requirement: Free hand & target at most 1 size larger.
Crit Failure: Become flat-footed until your next turn. Attempt to grab foe vs Fortitude DC.
Crit Success: Restrained til EoYNT unless you move, or they
DROP PRONE escape.
MOVE Success: Grabbed til EoYNT unless you move/they escape.
You fall prone. Failure: You fail, and if you already had ‘em, lose ‘em.
Crit Failure: Fail, They choose: You’re Grabbed or Fall Prone.
ESCAPE HIDE (STEALTH)
ATTACK SECRET
Attempt escape of one effect causing Grabbed/Immobilized/ Hide behind cover or deeper concealment to become hid-
Restrained. Roll Unarmed/Acrobatics/Athletics. DC based on: den, rather than observed. GM rolls vs Perception DC’s of all
Athletics if grabbed, Thievery if tied up, Escape DC if listed. creatures you’re observed by. You gain circumstance bonus
Crit Success: Freed of that effect and Stride up to 5’ if able. from cover or greater cover to your check.
Success: Freed of that effect Success: If seen, now hidden. If better, keep better status.
Crit Failure: Nope, and can’t attempt Escape ‘til next turn. Ends if you lose cover/concealment/become observed, or
you do anything but Hide, Sneak, Step, GM allowed action. If
FEINT (DECEPTION) Trained you Strike a creature, they’re Flat-Footed vs that attack.
MENTAL
HIGH JUMP (ATHLETICS)
Requirement: Within melee reach of the opponent.
MOVE
Try to throw them off guard. Deception vs Perception DC.
Stride, then make a vertical Leap. DC 30 Athletics.
Crit Success: Flat-Footed against your melee until EoYNT.
Crit Success: 8’ Vertical, or 5’ Vertical + 10’ Horizontal.
Success: Flat-Footed against your next melee this turn.
Success: 5’ Vertical + 5’ Horizontal.
Crit Failure: You become Flat-Footed vs them until EoYNT.
Failure: 3’ Vertical + 5’ Horizontal. (Normal Leap)
FORCE OPEN (ATHLETICS) Crit Failure: You fall prone in your space.
ATTACK
Force a door/window/etc. -2 penalty without a crowbar. INTERACT
Crit Success: Success, and avoid damaging it. MANIPULATE
Success: Success/Progress, per GM. Use your hand(s) to manipulate an object or the terrain. Skill
Crit Failure: You jam it, causing -2 to more attempts. checks are sometimes required to determine success.
LEAP POINT OUT
MOVE AUDITORY MANIPULATE VISUAL
Horizontal: Up to 10’ if Speed is 15+, or 15’ if Speed is 30+. Requirement: You detect a creature your allies haven’t.
Vertical: Up to 3’ vertical and 5’ horizontal. Point and describe distance to turn an Undetected creature
For more distance, see Long/High Jump Athletics actions. Hidden instead to all allies that can see and hear you. If they
LONG JUMP (ATHLETICS) only see OR hear you, they make Perception vs Stealth DC or
they misunderstand & believe target is in a different location.
MOVE
Stride, then make a horizontal Leap. DC equal to the dis- RAISE A SHIELD
tance sought (Speed at most). Requirement: You are wielding a shield.
Success: You did it. Position it to protect yourself, gaining its listed circumstance
Failure: Normal Leap (10’ at 15 Speed, 15’ at 30 speed) bonus to AC. It remains raised until SoYNT.
Crit Failure: Normal Leap, but you fall and land prone.
READY
MANEUVER IN FLIGHT (ACROBATICS) Trained CONCENTRATE
MOVE Prepare a Single/Free Action outside your turn, and a Trigger.
Requirement: You have a fly Speed. Your turn ends. If the trigger happens, use Reaction to take
Attempt a maneuver. GM sets the DC and possibilities, but your prepared Action. Multiple Attack Penalty still applies.
rarely move further than your Speed.
Success: You succeed at the maneuver.
RECALL KNOWLEDGE
Failure: You fail, GM chooses appropriate consequence. CONCENTRATE SECRET
Crit Failure: The consequences are even more dire. Applicable Skills: Arcana, Crafting, Lore, Medicine, Nature,
Occultism, Religion, Society
MOUNT / DISMOUNT
MOVE You stop and think a moment to recall specific facts.
Requirement: Adjacent to willing creature 1+ size larger. Attempt a skill check to try to remember a bit of knowl-
Move onto the creature & ride it. Or off into adjacent space. edge regarding a topic related to that skill.
Crit Success: Recall + Gain additional info/context.
PALM AN OBJECT (THIEVERY) Success: Recall or gain useful clue about your situation.
MANIPULATE Crit Failure: Incorrect info or gain erroneous clue.
Palm small unattended object. Thievery vs Perception DC’s
of those observing you. Object is taken regardless. RELEASE
Success: They don’t notice you. MANIPULATE
Failure: They notice you, and GM determines response. Let go of something with one/two hands. Cannot trigger
Attacks of Opportunity, despite being a Manipulate action.
PERFORM (PERFORMANCE)
CONCENTRATE REQUEST (DIPLOMACY)
Make brief performance, mostly to prove capability or im- AUDITORY CONCENTRATE LINGUISTIC MENTAL
press someone quickly. Might influence subsequent DCs. Make a request of a Friendly/Helpful creature. DC set by GM.
Crit Success: Impresses them and they may tell of you later. Crit Success: Target agrees without qualifications.
Success: You prove yourself, and they appreciate you. Success: Target agrees, might demand provision/alteration.
Failure: Your performance falls flat. Failure: Target refuses, might propose alternative.
Crit Failure: You demonstrate only incompetence. Crit Failure: Target refuses, becomes one step less friendly.

PICK A LOCK (THIEVERY) Trained SEEK


MANIPULATE CONCENTRATE SECRET

Requirement: Thieves Tools. For Creatures: If precision necessary, pick either a 30’ cone
from you, or 15’ burst w/in line of sight. Penalties may apply.
Attempt to unlock something without having the key. For Objects: search up to a 10’ square adjacent to you. GM
Crit Success: 2 successes, no trace of tampering. may rule that Seeking takes longer (actions/minutes/hours).
Success: 1 success. GM makes Perception vs Stealth DCs of the things in area.
Crit Failure: You break your tools. Crit Success: Creatures observed if possible, objects found.
Success: Undetected -> Hidden, or Hidden -> Observed if
possible. Objects may be found, or hinted at, per GM fiat.
SENSE MOTIVE STRIDE
CONCENTRATE SECRET MOVE
Try to discern abnormal behavior of one creature. GM makes You move up to your Speed.
Perception check vs Deception DC. You usually can’t retry.
Crit Success: Detect true intent, plus if under mental magic. STRIKE
Success: Detect whether behaving normally.
ATTACK
Failure: You believe what they want you to believe if being
deceptive. Assume they’re behaving normal otherwise. Attack vs the AC of target.
Crit Failure: You get a false sense of their intentions. Crit Success: Double damage!
Success: Deal damage normally
SHOVE (ATHLETICS)
ATTACK
SWIM (ATHLETICS)
Requirement: Free hand & target at most 1 size larger. MOVE

Push an opponent away. Athletics vs their Fortitude DC. DC set by GM. If still in water, sink 10’ or move with current if
Crit Success: Push them up to 10’ and can Stride after. you haven’t passed a check this turn.
Success: Push them 5’ and can Stride after. Crit Success: Move 10’ + 5’ per 20’ of your Land Speed.
Crit Failure: You fall and land prone. Success: Move 5’ + 5’ per 20’ of your Land Speed.
Crit Failure: Make no progress, lose 1 round of air.
SNEAK (STEALTH)
MOVE SECRET
TAKE COVER
Attempt to Move to another place, becoming/staying un- Requirement: There’s cover to take, or you’re Prone.
detected. Stride up to half your Speed. Gain circumstance Gain Standard Cover (+2 AC, Reflex, Stealth), or upgrade
bonus from cover/etc if kept the whole movement. Automat- Standard to Greater Cover (+4). Lasts until you leave your
ically fails if you end your movement without conceal/cover. space, use an Attack, become unconscious, or...stop this.
Success: You’re undetected, but lose it if you don’t Hide,
Sneak, Step, GM allowed action. If you speak/make noise
you become hidden instead of undetected. TREAT POISON (MEDICINE)
Failure: Oops, they know your position, but still hidden. MANIPULATE
Crit Failure: Oops, you’re spotted! If impossible to spot, Attempt to prevent spread of Poison. Medicine vs Poison DC.
hidden instead. Can’t retry until after their next save vs the poison.
Crit Success: Target gets +4 to its next save vs the poison.
STAND Success: Target gets +2 to its next save vs the poison.
MOVE Crit Failure: Target gets a -2 penalty to its next save, instead.
You stand up from Prone.
TRIP (ATHLETICS)
STEAL (THIEVERY) ATTACK
MANIPULATE Requirement: Free hand & target at most 1 size larger.
Steal small object from target. Auto-fail in combat/on guard. Try to knock an opponent down. Athletics vs Reflex DC.
DC usually the Perception DC of the target. -5 if protected. Crit Success: They are prone + 1d6 bludgeon damage.
May also have to check vs other observers as well. Success: They are prone.
Success: They don’t notice you. Crit Failure: You fall and land prone.
Failure: Target notices you before theft, or observer saw
you. The GM determines their response. TUMBLE THROUGH (ACROBATICS)
MOVE
STEP
Stride up to your speed, and you can try to move through
MOVE
the space of one enemy. Acrobat vs Reflex DC.
Requirement: Speed is 10’+, Land speed only
Success: Treat the enemy’s squares as difficult terrain.
Move 5’ carefully, don’t trigger Reactions (like Attack of Op- Failure: Your move ends, and you trigger reactions.
portunity). You usually can’t Step into difficult terrain.
Exploration Activities
Basic Actions
AVOID NOTICE Move at half your travel speed to attempt a Stealth check. At the start of an encounter, use your
Stealth check to determine initiative and whether enemies noticed you.
DEFEND Move at half your travel speed with your shield raised, so that if combat breaks out, you start with
the benefit of Raising a Shield before your first turn.
DETECT MAGIC You cast Detect Magic at regular intervals. You have no chance of accidentally overlooking an aura at
up to 300’ per minute, but must be moving no more than 150’ feet per minute to detect auras before
moving into them.
FOLLOW THE EXPERT Choose a willing ally attempting a recurring skill check while exploring that they are at least an
Expert in. Match their tactic, adding your level as a proficiency bonus, plus a bonus based on your
ally’s proficiency: +2 for expert, +3 for master, and +4 for legendary.
HUSTLE Move at double travel speed for minutes equal to your Constitution modifier x 10 (min 10).
INVESTIGATE Move at half your travel speed to Recall Knowledge to discover clues among the various things you
can see and engage with as you journey along.
REPEAT A SPELL Move at half your travel speed to repeatedly cast the same spell that you can cast in 2 actions or
fewer. Instead you can Sustain a spell/activation with a sustained duration.
SCOUT Move at half your speed to scout ahead of your party, watching for danger. At the start of the next
encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.
SEARCH You seek hidden doors, concealed hazards, etc. To be thorough you need to travel no more than
300’ per minute, or 150’ per minute if you want to detect things before walking into it. The GM will
attempt a secret check to Seek hidden objects/hazards. In locations with many objects to search,
you may have to stop or spend significantly longer to search thoroughly.

Skill-Based Actions
BORROW AN ARCANE SPELL (ARCANA) Trained DECIPHER WRITING (VARIES) Trained
CONCENTRATE CONCENTRATE SECRET
If you use a spellbook, you can attempt to prepare a spell Used to understand archaic/esoteric/obscure texts. Usually
from another book. GM sets the DC based on level and rarity; takes 1 min per page, sometimes longer. 1 hour for ciphers.
typically a bit easier than Learning the Spell. Text must be in a language you can read, or Society for unfa-
Success: Prepare the spell as normal. miliar languages. DC based on state/complexity of text. May
Failure: Can’t, and no retry until next time you prepare require multiple checks for larger texts.
spells. The Slot is still usable by other spells. Crit Success: You understand the true meaning of the text.
Success: True meaning, or General meaning if a cipher.
COERCE Failure: You can’t understand the text, -2 to retry attempts.
AUDITORY CONCENTRATE EMOTION LINGUISTIC MENTAL Crit Failure: You think you understand, but you’re wrong.
Spend at least 1 min threatening a creature so it does what
GATHER INFORMATION
you want. Then, Intimidation vs Will DC, +/- circumstances. SECRET
Crit Success: Target complies, and continues for usually 1 Use Diplomacy to canvass the area to learn about a specific
day. After, they become at least Unfriendly, but afraid of you. individual or topic. DC and amount of time vary, typically 2
Success: As Crit Success, only unfriendly and unafraid to act. hours. Consider things like bribes/gifts/drinks, etc for both.
Failure: Failure, and target is at least Unfriendly to you. Success: You collect info. The GM determines the specifics.
Crit Failure: Failure, target becomes Hostile, immune to this Crit Failure: You collect incorrect information, instead.
for at least 1 week.
Sample Tasks
Untrained: talk of the town
COVER TRACKS Trained Trained: common rumor
CONCENTRATE MOVE Expert: obscure rumor, poorly guarded secret
Move 1/2 speed to obscure your trail with Survival. Anyone Master: well-guarded or esoteric information
tracking you faces higher DC of your Survival or the normal. Legend: info known to select few/extraordinary beings.
IDENTIFY ALCHEMY (CRAFT) Trained MAKE AN IMPRESSION (DIPLOMACY)
CONCENTRATE SECRET AUDITORY CONCENTRATE LINGUISTIC MENTAL
Requirement: alchemist’s tools Spend 1 minute to make a good impression. Diplomacy vs
Use Craft to take 10 minutes to identify an alchemical item. If Will DC of 1 target +/- circumstances. Impressions usually
interrupted, you must start over. only last for the current situation, GM can decide otherwise.
Success: You identify the item and means to activate it Crit Success: Their attitude improves two steps
Failure: You fail, but can try again Success: Their attitude improves one step
Crit Failure: You misidentify the item as something else Crit Failure: Their attitude decreases one step
REPAIR (CRAFT)
IDENTIFY MAGIC (VARIES) Trained
MANIPULATE
CONCENTRATE SECRET
Requirement: alchemist’s tools
Once you know an item/location/ongoing effect is magic,
you can spend 10 minutes to identify the particulars with With a repair kit and the Crafting skill, you fix a damaged
the appropriate skill:tradition combo (if no specific tradition, item. Spend 10 minutes. GM sets difficulty, usually same as
any Skill). If interrupted, you must start over. GM sets the DC, crafting the item in the first place.
and cursed or esoteric subjects might even be impossible to Crit Success: you restore 10 HP, plus 10 per Rank in Craft.
identify. Heightened spells aren’t harder to identify. Success: you restore 5 HP, plus 5 per Rank in Craft.
Crit Success: You learn all the attributes of the magic. Crit Failure: You deal 2d6 damage to the item (- hardness).
Success: For item/location you get a sense of what it is and SENSE DIRECTION (SURVIVAL)
how to activate it. For effects, you learn its name and what it SECRET
does. You can’t retry for a Crit Success. Use the stars, sun, geography, flora, or fauna to get a sense
Failure: You fail, and can’t retry for 1 day. of where you are or determine the cardinal direction. 1/day
Crit Failure: You misidentify the magic as something else. attempt Survival (GM determines DC and time required).
Unusual/unfamiliar locations may have higher DC. Take a -2
IMPERSONATE (DECEPTION)
penalty if you lack a compass or other orienteering gear.
CONCENTRATE MANIPULATE SECRET
Crit Success: Excellent sense of where you are, and direction
Use Deception & usually a disguise kit to pretend you’re Success: Avoid becoming lost, a sense of cardinal direction.
something that you’re not. Assembling an actual disguise
takes 10 minutes. Creatures usually don’t get a roll against
SQUEEZE (ACROBATICS) Trained
MOVE
you. If you interact with someone, GM rolls your Deception
Use Acrobatics to contort yourself to squeeze through a
vs Perception DC, +/- circumstances. If impersonating some-
space you can barely fit through. Most tight spaces are just
one specific, rolls might be required without interacting.
Difficult Terrain. Trained: shoulders-size. Master: head sized.
Success: You trick them until your behavior changes.
Crit Success: 10’ of squeezing per minute.
Failure: They know.
Success: 5’ of squeezing per minute.
Crit Failure: They know, and recognize you if seen before.
Crit Failure: You’re stuck. Can spend 1 minute to retry.
LEARN A SPELL (VARIES) Trained TRACK (SURVIVAL) Trained
CONCENTRATE
CONCENTRATE MOVE
Requirement: spell is on your tradition’s list.
Move 1/2 speed to find and follow creatures’ tracks with Sur-
Use the skill relevant to the spell’s tradition to learn a new vival. Successful checks provide 1 hour of tracking, unless
spell. You can learn from someone who knows that spell, or trail significantly changes. GM sets the difficulty.
from a spellbook/scroll. You must: Success: You find the trail, or continue correctly.
• Spend 1 hour/level studying the person/book/scroll Failure: You lose the trail, can try again after 1 hour delay.
• Have materials to pay the learning price Crit Failure: You lose the trail, can’t try again for 24 hours.
• Attempt a skill check. Uncommon/Rare have higher DCs
If you have a spellbook, you add it to your book. If prepared TREAT WOUNDS (MEDICINE) Trained
from a list, add it to the list. If you have a repertoire, you can HEALING MANIPULATE
select it when you add/swap spells. Requirement: Healer’s tools.
Crit Success: Only expend half the materials to learn it. You spend 10 minutes to treat a living creature’s wounds.
Success: expend the materials to learn the spell. Target is immune to Treat Wounds for 1 hour. Make DC 15
Failure: Materials not expended, and can retry next level. (+/- circumstances) Medicine check (20 @ Expert for +10 HP,
Crit Failure: As failure, but expend half the materials. 30 @ Master for +30 HP, 40 @ Legend for +50 HP).
Costs and Starting DCs If you succeed, you can take an hour instead to 2x HP healed.
0th-1st: 2gp, DC 15 2nd: 6 gp, DC 18 3rd: 16gp, DC 20, 4th: 36gp, Crit Success: Target regains 4d8 HP and Wounded removed.
DC 23 5th: 70gp, DC 26 6th: 140gp, DC 28 7th: 300gp, DC 31 Success: Target regains 2d8 HP and Wounded removed.
8th: 650 gp, DC 34 9th: 1500 gp, DC 36 10th: 7000gp, DC 41 Crit Failure: Target takes 1d8 damage instead.
Downtime Actions
CRAFT Trained LONG-TERM REST
Requirement: Your level or lower, a formula, tools, raw Spend an entire day and night resting.
materials equal to half the price, possibly extra feats Regain HP equal to Con mod (min 1) times twice your level.
Spend 4 days working on 1 item, 4 consumables, or a batch
of ammunition. Then make a Craft check vs DC determined RETRAINING
by GM based on level, rarity, etc.
Alter your character choices by switching certain options.
Crit Success: Success, each additional day reduces cost
Can’t do ancestry/heritage/background/class/ability scores.
based on level + 1 and proficiency, per Earn Income.
GM determines whether you can get sufficient training to do
Success: Success, each additional day reduces cost based
so. In some cases you may have to pay an instructor.
on level and proficiency, per Earn Income.
When retraining, only take things you could have taken at
Failure: Failure, but you salvage all the raw materials
that level.
Crit Failure: Failure, you ruin 10% of the materials
Feats:
Takes 1 week of downtime to swap to a comparable feat.
CREATE FORGERY (SOCIETY) Trained Skills:
Requirement: writing materials, possibly a sample Take 1 week to swap skill increases to one of equal/lower
GM determines time required (1 to 7 days, usually). After you level (i.e. you can’t drop a Trained skill to gain an Expert)
spend that time, GM makes a secret DC 20 Society check. Class Features:
Gain +4 bonus if handwriting isn’t specific to a person and GM determines how long it takes to swap class features.
you’ve seen similar documents before.
Success: the forgery is immune to passive detection SUBSIST (SOCIETY / SURVIVAL)
Failure: can be detected via passive Perception/Society DC Note: you can subsist after 8 hours or less, but at a -5 penalty.
Try to provide food and shelter for yourself (+ maybe others).
Observers can choose to scrutinize the forgery, attempting a GM determines DC based on the location, and may require a
Perception/Society check vs your Society DC. minimum proficiency rank.
Crit Success: Provide for yourself and one other, or improve
EARN INCOME (VARIES) Trained your own to a Comfortable living.
Success: Provide for yourself with a Subsistence living.
Phase 1 -- Looking for work:
Failure: Become Fatigued until you attain food and shelter.
GM selects a task representing most lucrative job available.
Crit Failure: You attract trouble, eat something you
You can opt to look for higher/lower jobs after, taking time
shouldn’t, or otherwise worsen your situation. You get -2
and Gather Information/Research/Socializing.
circumstance penalty to Subsist checks for 1 week. You find
Phase 2 -- Your first day:
no food, and at risk of starving/thirsting if you have none.
GM secretly sets the DC, and you roll the skill check, earning
income (see table on pg 236 for usual earnings).
• Crit Success: Paid as if +1 level for your proficiency TREAT DISEASE (MEDICINE) Trained
• Success: Paid at the job’s level for your proficiency Requirement: Healer’s tools
• Failure: Shoddy work, paid the failure wage instead, Spend at least 8 hours caring for a diseased creature. Med-
usually reducing the time you can keep working icine vs disease DC. After, you can’t retry until after target’s
• Crit Failure: Earn nothing, you’re fired, and your reputa- next save vs the disease.
tion suffers making it harder to find another job Crit Success: Grant +4 circumstance bonus to next save
Phase 3 -- Keep working: Success: Grant +2 circumstance bonus to next save
You can continue to work (using your previous roll), earning Crit Failure: Cause -2 circumstance penalty instead
the same amount each day. GM determines max time you
can work on this opportunity (2 weeks is a normal)
Sample Tasks MISC ACTIVITIES
Trained: bartend, do legal research Work with your GM for other ways to spend downtime. You
Expert: curate drink selection, present minor court cases might acquire property, manage a business, join a guild or
Master: run a large brewery, present important court cases group, curry favor, take command of an army, take an ap-
Legend: run international franchise, present a case in Hell prentice, start a family, minister to a flock of the faithful, etc.

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