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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)
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)
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