You are on page 1of 2

PATHFINDER 2E CHEATSHEET

ATTACK ACTIONS MOVEMENT ACTIONS


STRIKE [one-action] 471    A TTACK  Attack with a weapon or unarmed attack. STRIDE [one-action]   M OVE  Move up to your Speed.
FEINT [one-action] 246  DECEPTION (TRAINED) - Target is flat-footed against your next melee attack. STEP [one-action] 471    M OVE  Move 5 feet without triggering reactions.
Attempt to get free when grabbed, restrained, or immobilized. TUMBLE THROUGH [one-action] 240    M OVE  ACROBATICS VS REFLEX - Move up to your Speed, including through the space of one enemy.
ESCAPE [one-action] 470    A TTACK 
Uses unarmed attack modifier, Acrobatics, or Athletics. SNEAK [one-action] 252    M OVE  STEALTH (SECRET) - Move at half Speed while being undetected.
The following combat maneuvers usually require having a hand free and for the target to be no more than one size larger.
DROP PRONE [one-action]   M OVE  Fall prone.
GRAPPLE [one-action] 242    A TTACK  ATHLETICS VS FORTITUDE - Grab an opponent until your next turn ends.
CRAWL [one-action] 470    M OVE  Move 5 feet while prone.
SHOVE [one-action] 243    A TTACK  ATHLETICS VS FORTITUDE - Push an opponent 5 feet away from you. You can follow.
STAND [one-action]   M OVE  Stand up from prone.
TRIP [one-action] 243    A TTACK  ATHLETICS VS REFLEX - Knock an opponent prone.
LEAP [one-action] 470    M OVE  Leap 10' horizontally (if Speed is 15'+) or 15' (if Speed is 30'+); or leap 5' horiz. plus 3' vertically.
DISARM [one-action] 243    A TTACK  ATHLETICS VS REFLEX (TRAINED) - Knock something out of an opponent’s grasp.
HIGH JUMP [two-actions] 242    M OVE  ATHLETICS VS DC 30 - Stride 10' and then leap 5' vertically; and up to 8' on a critical success.
LONG JUMP [two-actions] 242    M OVE  ATHLETICS VS DISTANCE IN FEET - Stride 10' and then leap the full distance.
MAGICAL ACTIONS SWIM [one-action] 243 & 463    M OVE  ATHLETICS - Swim 10' through water.
CAST A SPELL (usually) [two-actions] 302  Cast a spell you have prepared or in your repertoire.      Manipulate  and/or   Concentrate  CLIMB [one-action] 241 & 463    M OVE  ATHLETICS - With both hands free, move 5' up, down, or across an incline.
DISMISS [one-action] 305    C ONCENTRATE   End one spell or item effect. BALANCE [one-action] 240    M OVE  ACROBATICS - Move across a narrow surface or uneven ground.
SUSTAIN [one-action] 304 & 534    C ONCENTRATE   Extend one spell or item effect until the end of your next turn. GRAB AN EDGE [reaction] 472    M ANIPULATE  REFLEX VS CLIMB DC - Stop your fall using a free hand and reduce the fall damage
If you notice a spell being cast and have the same spell prepared or in your repertoire, you automatically identify it and the level it's cast at.
ARREST A FALL [reaction] 472  ACROBATICS VS DC 15 - Slow your fall while flying.
IDENTIFY SPELL [one-action] 305    C ONCENTRATE   MAGICAL TRADITION (SECRET) - Identify a spell that you witnessed being cast.
MANEUVER IN FLIGHT [one-action] 240    M OVE  ACROBATICS (TRAINED) - Perform a difficult maneuver while flying.
RECOGNIZE SPELL [reaction] 265    C ONCENTRATE   MAGICAL TRADITION (SECRET) (FEAT) - Identify a spell being cast within line of sight.

OBJECT INTERACTIONS
DEFENSIVE ACTIONS INTERACT [one-action] 470    M ANIPULATE  Grab an object, open a door, draw an item, or do a similar action.
AVERT GAZE [one-action] 472  Get a +2 circumstance bonus against visual abilities. RELEASE [free-action] 470    M ANIPULATE  Release something you’re holding without triggering reactions.
TAKE COVER [one-action] 471  Gain cover, or get greater cover if you have cover. ACTIVATE [one-action]+ OR [reaction] 532  Call forth the effect of an item by properly activating it.      Manipulate  or   Concentrate 

RAISE A SHIELD / PARRY [one-action] 472 & 283  Put up a shield (or parry weapon) to get its bonus to AC. (+2 AC for most shields; +1 AC for parry weapons) TRICK MAGIC ITEM [one-action] 268    M ANIPULATE  MAGICAL TRADITION (FEAT) - Temporarily grants you the ability to use the item.
SHIELD BLOCK [reaction] 266  (FEAT) - Reduces the damage of a physical attack by the raised shield's Hardness. INVEST AN ITEM [one-action]+ 531    MANIPULATE  You invest your energy in an item to benefit from its constant magical abilities. (max 10 items/day)

DISABLE DEVICE [two-actions]+ 253    M ANIPULATE  THIEVERY (TRAINED) - Disarm a trap or another complex device. (thieves' tools can be helpful or required)

PICK A LOCK [two-actions]+ 253    M ANIPULATE  THIEVERY (TRAINED) - Open a lock with thieves' tools.
MORE CONFLICT FOCUSED ACTIONS ATHLETICS - Break open a door, window, or container.
FORCE OPEN [one-action] 242    A TTACK  (prying is harder without a crowbar)
DELAY [free-action] 470  Delay the start of your turn.  Start your turn later after another creature's turn ends.
READY [two-actions] + [reaction] 470    CONCENTRATE  Prepare to take a single/free action as a reaction with a given trigger.
DECEPTION - Use a diversion to temporarily become hidden.
MEDICINE ACTIONS usually require holding or wearing healer's tools and having a hand free.
CREATE A DIVERSION [one-action] 246  (targets wise up for 1 minute)
MEDICINE VS RECOVERY DC + 5 - Stabilize: Target loses the dying condition.
BON MOT [one-action] APG pg. 203    CONCENTRATE  DIPLOMACY VS WILL (FEAT) - Distract a foe with a witty quip. (target can retort) FIRST AID [two-actions] 248    M ANIPULATE 
MEDICINE VS EFFECT DC - Stop bleeding: Target gets an extra check to stop bleeding.
DEMORALIZE [one-action] 247    C ONCENTRATE   INTIMIDATION VS WILL - Shake an enemy’s resolve. (range of 30 feet)  (interpersonal 10 minutes CD)
BATTLE MEDICINE [one-action] 258    MANIPULATE  MEDICINE (FEAT) - Heal in combat. (24 hours CD on target)

TREAT WOUND 10 MIN 249    M ANIPULATE  MEDICINE (TRAINED) - Heal and remove the wounded condition. (1 hour CD on target)

CLOAK AND DAGGER INTERACTIONS TREAT POISON [one-action] 248    MANIPULATE  MEDICINE (TRAINED) - Grant a +2 circumstance bonus to the next save vs poison.
SEEK [one-action] CRB pg. 471    C ONCENTRATE   PERCEPTION (SECRET) - Scan an area for signs of creatures or objects. TREAT DISEASE 8 HOURS 248    MANIPULATE  MEDICINE (TRAINED) - Grant a +2 circumstance bonus to the next save vs disease.
POINT OUT [one-action] 472    M ANIPULATE  Indicate the location of a creature to your allies.
HIDE [one-action] 251  STEALTH (SECRET) - Use cover or concealment to become hidden. OTHER ACTIONS
SNEAK [one-action] 252    M OVE  STEALTH (SECRET) - Move at half Speed while being undetected. AID [one-action] + [reaction] 470  DC 20 - Grant a +1 circumstance bonus to your ally.
CONCEAL AN OBJECT [one-action] 251    M ANIPULATE  STEALTH (SECRET) - Hide an object of light bulk. RECALL KNOWLEDGE [one-action] 239    CONCENTRATE  (SECRET) - Remember a bit of knowledge about the subject.
PALM AN OBJECT [one-action] 253    M ANIPULATE  THIEVERY (SECRET) - Palm an unattended object of negligible bulk. REQUEST [one-action] 247    C ONCENTRATE   DIPLOMACY - Make a request of a friendly or helpful creature.
STEAL [one-action] 253    M ANIPULATE  THIEVERY (SECRET) - Steal an object of negligible bulk from a creature. PERFORM [one-action] 250    C ONCENTRATE   PERFORMANCE - Make a brief performance (song, dance, joke).
LIE [three-actions]+ 246    C ONCENTRATE   DECEPTION (SECRET) - Fool someone with an untruth. COMMAND AN ANIMAL [one-action] 249    C ONCENTRATE   NATURE - Issue an order to an animal.
SENSE MOTIVE [one-action] 471    C ONCENTRATE   PERCEPTION (SECRET) - Detect abnormal behavior. MOUNT [one-action] 472    M OVE  Get on an allied animal bigger than you to ride it.

[one-action] SINGLE ACTION [two-actions] TWO-ACTION ACTIVITY [three-actions] THREE-ACTION ACTIVITY [free-action] FREE ACTION [reaction] REACTION   Attack  = Interacts with MAP                Move  ,   Manipulate  &   Concentrate  = Triggers for reactions, conditions & more (SECRET) - The GM rolls the check for this ability in secret

777 = Page reference for the  CRB = Core Rulebook        APG = Advanced Player Guide        GMG = Gamemastery Guide KCG = Kingmaker Companion Guide        SoM = Secrets of Magic by Iannick Daniel - v1.6 dark synopsis
PATHFINDER 2E CHEATSHEET
COMMON EXPLORATION ACTIVITIES COMMON DOWNTIME ACTIVITIES
Get a circumstance bonus from a willing expert ally performing a similar task. CRAFTING (TRAINED) - Make an item from raw materials.
FOLLOW THE EXPERT 479    C ONCENTRATE  CRAFT 244    MANIPULATE  DAILY
You can also add your level to your proficiency bonus even if untrained. (requires having an appropriate set of tools and, in many cases, an appropriate workshop)

REFOCUS 300    C ONCENTRATE  10 MIN Regain your first focus point. EARN INCOME 236  DAILY CRAFTING / LORE / PERFORMANCE (TRAINED) - Earn money.
CRAFTING VS ITEM DC - Repair a damaged item. SUBSIST 240  8+ HOURS SOCIETY / SURVIVAL - Provide yourself subsistence level food and shelter.
REPAIR 243  10 MIN
(requires placing the item on a stable surface and holding a repair kit with both hands) LONG TERM REST 481  24 HOURS Regain 2 × Level × Con.Mod.(min 1) Hit Points.
MEDICINE (TRAINED) - Heal and remove the wounded condition. (1 hour CD on target) MEDICINE (TRAINED) - Grants a +2 circ. bonus to the next save vs disease.
TREAT WOUNDS 249    MANIPULATE  10 MIN
TREAT DISEASE 248    MANIPULATE  8 HOURS
(requires holding or wearing healer's tools and having a hand free) (requires holding or wearing healer's tools and having a hand free)

SOCIAL ACTIVITIES SPECIAL ACTIVITIES


COERCE 247    C ONCENTRATE  1+ MIN INTIMIDATION VS WILL - Bully a creature into doing what you want. CREATE FORGERY 251  1-7 DAYS SOCIETY (TRAINED) (SECRET) VS DC 20 - Create a forged document.
GATHER INFORMATION 246  2+ HOURS DIPLOMACY (SECRET) - Canvass an area to learn about something specific. LEARN NAME SoM pg. 245  1 WEEK (RARE) (SECRET) - Try to discover the target's private names and true name.
MAKE AN IMPRESSION 246    C ONCENTRATE  1+ MIN DIPLOMACY VS WILL - Temporarily improve the target's attitude. RETRAINING 481  1 WEEK Change one of your chosen feats, skills or class features.

TRAVELING ACTIVITIES SUBSYSTEM ACTIVITIES


HUSTLE 480    MOVE  Double your travel speed for 10 × Con.Mod.(min 1) minutes.
SQUEEZE 241    MOVE  ACROBATICS (TRAINED) - Squeeze 5'/min through a space you can barely fit through.
INFLUENCE GMG PG. 151 (151 TO 153)

INFLUENCE   CONCENTRATE  Make a favorable impression on an NPC to convince the NPC to support your cause.
TRAVELING ACTIVITIES WHILE MOVING AT HALF SPEED OR SLOWER DISCOVER   CONCENTRATE  (SECRET) - Watch or study an NPC to learn more about that NPC’s preferences.
AVOID NOTICE 479  STEALTH (SECRET) - Sneak
COVER TRACKS [one-action] 252    C ONCENTRATE    MOVE  SURVIVAL (TRAINED) - Cover your tracks.
RESEARCH GMG PG. 154 (154 TO 155)
TRACK [one-action] 252    C ONCENTRATE    MOVE  SURVIVAL (TRAINED) - Follow tracks.
RESEARCH   CONCENTRATE  Comb through information to learn more about the topic at hand.
DEFEND 249  Raise a Shield before first turn of combat.
REPEAT A SPELL 480    C ONCENTRATE  Constantly Activate an Item or Cast a Spell or Sustain an Effect.
SCOUT 480    C ONCENTRATE  Grants the whole party a +1 circumstance bonus to initiative roll.
INFILTRATION - PREPARATION ACTIVITIES GMG PG. 163 (160-163)

GOSSIP DIPLOMACY (SECRET) - Seek out rumors about the target.


INVESTIGATE 480    C ONCENTRATE  (SECRET) - Use Recall Knowledge on visible clues.
GAIN CONTACT DIPLOMACY / SOCIETY / LORE - Try to find a useful contact.
SEARCH 480    C ONCENTRATE  300' / 150' PERCEPTION (SECRET) - Seek
BRIBE CONTACT DECEPTION / DIPLOMACY (SECRET) - Offer a bribe to your contact.
DETECT MAGIC 479    C ONCENTRATE  300' / 150' Constantly cast Detect Magic.
SCOUT LOCATION PERCEPTION / SOCIETY / STEALTH (SECRET) - Spend time observing the target.
FORGE DOCUMENTS SOCIETY (SECRET) - Prepare a convincing forgery prop.
OTHER ACTIVITIES SECURE DISGUISES CRAFTING / DECEPTION / PERFORMANCE / SOCIETY - Procure or create disguises.
AFFIX A TALISMAN 565  10 MIN Affix one talisman to one item. (can't have more than 1 talisman affixed on an item)

CALL COMPANION APG pg. 160  1 MIN Switch your active companion for another one of your animal companions.
DECIPHER WRITING 234    CONCENTRATE  1+ MIN /P SOCIETY (TRAINED) (SECRET) - Decipher a complicated or esoteric writing.
IDENTIFY ALCHEMY 245    CONCENTRATE  10 MIN CRAFTING (TRAINED) (SECRET) - Identify an alchemical item. (requires alchemist's tools)

IDENTIFY MAGIC 238    C ONCENTRATE  10 MIN MAGICAL TRADITION (TRAINED) (SECRET) - Identify a magical aura.
IMPERSONATE 245   MANIPULATE    CONCENTRATE  10 MIN DECEPTION (SECRET) - Create a disguise. (requires a disguise kit)

PREPARE CAMPSITE KCG pg. 107    C ONCENTRATE  2 HOURS Search for a safe and secure location and then setup a campsite.
PURSUE A LEAD APG pg. 56  1 MIN INVESTIGATOR - Examine the details of one potential clue related to the target.
SENSE DIRECTION 252  ~1 MIN SURVIVAL (SECRET) - Stay oriented in the wild. (harder without a compass)

MAGICAL ACTIVITIES
BORROW AN ARCANE SPELL 241  MAGICAL TRADITION (TRAINED) - Prepare a spell from a spellbook or scroll.
LEARN A SPELL 238  1 H/LEVEL MAGICAL TRADITION (TRAINED) - Learn a spell from a spellbook or scroll. (costs materials)

[one-action] SINGLE ACTION [two-actions] TWO-ACTION ACTIVITY [three-actions] THREE-ACTION ACTIVITY [free-action] FREE ACTION [reaction] REACTION   Attack  = Interacts with MAP                Move  ,   Manipulate  &   Concentrate  = Triggers for reactions, conditions & more (SECRET) - The GM rolls the check for this ability in secret

777 = Page reference for the  CRB = Core Rulebook        APG = Advanced Player Guide        GMG = Gamemastery Guide KCG = Kingmaker Companion Guide        SoM = Secrets of Magic by Iannick Daniel - v1.6 dark synopsis

You might also like