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ATTACK ACTIONS
STRIKE [one-action] 471 ATTACK Attack with a weapon or unarmed attack. CS: deal double damage
DECEPTION (TRAINED) - Target is flat-footed against your next melee attack this turn. MENTAL
FEINT [one-action] 246
CS: Target is flat-footed against all your melee attacks until the end of your next turn. CF: CS effect, but with inverted targets.
Attempt to get free when grabbed, restrained, or immobilized. CS: and Stride up to 5'
ESCAPE [one-action] 470 ATTACK
Uses unarmed attack modifier, Acrobatics, or Athletics. CF: can't try again until your next turn
The following combat maneuvers usually require having a hand free and for the target to be no more than one size larger.
ATHLETICS VS FORTITUDE - Grab an opponent with a free hand until your next turn ends. CS: target is restrained instead
GRAPPLE [one-action] 242 ATTACK
Fail: release the target if you already had it grabbed or restrained CF: and the target can grab you or push you prone
SHOVE [one-action] 243 ATTACK ATHLETICS VS FORTITUDE - Push an opponent 5(10) feet away from you. You can follow. CF: fall prone
TRIP [one-action] 243 ATTACK ATHLETICS VS REFLEX - Knock an opponent prone. CS: and deal 1d6 blunt dmg CF: fall prone
ATHLETICS VS REFLEX (TRAINED) - Knock something out of an opponent’s grasp. CS: target drops the object
DISARM [one-action] 243 ATTACK
Target gets a -2 circ. penalty on checks involving the object until target's next turn starts. CF: become flat-footed until your next turn
MAGICAL ACTIONS
Cast a spell you have prepared or in your repertoire.
CAST A SPELL (usually) [two-actions] 302
MANIPULATE for Material, Somatic or Focus components. CONCENTRATE for Verbal components.
DISMISS [one-action] 305 CONCENTRATE End one spell or item effect.
SUSTAIN [one-action] 304 & 534 CONCENTRATE Extend one spell or item effect until the end of your next turn.
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.
IDENTIFY SPELL [one-action] 305 CONCENTRATE *TRADITION (SECRET) - Identify a spell that you witnessed being cast. CF: misidentify
RECOGNIZE SPELL [reaction] 265 CONCENTRATE *TRADITION (SECRET) (FEAT) - Identify a spell being cast within line of sight. CS: +1 c.bonus vs the spell CF: misidentify
DEFENSIVE ACTIONS
AVERT GAZE [one-action] 472 Get a +2 circumstance bonus against visual abilities.
TAKE COVER [one-action] 471 Gain cover +2, or get greater cover +4 if you have cover.
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)
(FEAT) - Reduces the damage of a physical attack by the raised shield's Hardness.
SHIELD BLOCK [reaction] 266
Both you and the shield take any remaining damage. (Objects generally break at half HP and are destroyed at 0 HP.)
HIDE [one-action] 251 STEALTH (SECRET) - Use cover or concealment to become hidden.
SNEAK [one-action] 252 MOVE STEALTH (SECRET) - Move at half Speed while being undetected. Fail: detected but still hidden CF: become observed
CONCEAL AN OBJECT [one-action] 251 MANIPULATE STEALTH (SECRET) - Hide an object of light bulk.
PALM AN OBJECT [one-action] 253 MANIPULATE THIEVERY (SECRET) - Palm an unattended object of negligible bulk. Fail: you palm the object but get noticed
STEAL [one-action] 253 MANIPULATE THIEVERY (SECRET) - Steal an object of negligible bulk from a creature. Fail: noticed, and fail to steal if noticed by the target
LIE [three-actions]+ 246 CONCENTRATE DECEPTION (SECRET) - Fool someone with an untruth. MENTAL , AUDITORY & LINGUISTIC Fail: target gains a +4 c.bonus against your lies
SENSE MOTIVE [one-action] 471 CONCENTRATE PERCEPTION (SECRET) - Detect abnormal behavior. CS: detect true intent CF: misidentify
ATTACK = Interacts with MAP. M OVE , M ANIPULATE & CONCENTRATE = Triggers for reactions, conditions & more. [one-action] = SINGLE ACTION [free-action] = FREE ACTION
777 = Page reference for the CRB = Core Rulebook +2(+4/+1) = Bonus for Success, Critical Success or Failure [two-actions] = TWO-ACTION ACTIVITY [reaction] = REACTION
APG = Advanced Player Guide GMG = Gamemastery Guide CS = Critical Success Fail = Failure CF = Critical Failure [three-actions] = THREE-ACTION ACTIVITY by Iannick Daniel - v1.4.9 vertical paper
PATHFINDER 2E CHEATSHEET
MOVEMENT ACTIONS
STRIDE [one-action] MOVE Move up to your Speed. Fly [one-action] CRB pg. 472 Burrow [one-action] CRB pg. 472
STEP [one-action] 471 MOVE Move 5 feet without triggering reactions.
ACROBATICS VS REFLEX - Move up to your Speed, including through the space of one enemy as if difficult terrain.
TUMBLE THROUGH [one-action] 240 MOVE
Fail: Your movement ends at the enemy, and you trigger reactions as if you had moved out of the square you started in.
SNEAK [one-action] 252 MOVE STEALTH (SECRET) - Move at half Speed while being undetected. Fail: detected but still hidden CF: become observed
OBJECT INTERACTIONS
INTERACT [one-action] 470 MANIPULATE Grab an object, open a door, draw an item, or do a similar action.
RELEASE [free-action] 470 MANIPULATE Release something you’re holding without triggering reactions.
Call forth the effect of an item by properly activating it.
ACTIVATE [one-action]+ OR [reaction] 532
MANIPULATE for Interact activations. CONCENTRATE for Command or Envision activations.
TRICK MAGIC ITEM [one-action] 268 MANIPULATE *TRADITION (FEAT) - Temporarily grants you the ability to use the item. CF: can't try again until daily prep.
INVEST AN ITEM [one-action]+ 531 MANIPULATE You invest your energy in an item to benefit from its constant magical abilities. (max 10 items per day)
THIEVERY (TRAINED) - Disarm a trap or another complex device. CS: two success & no trace
DISABLE DEVICE [two-actions]+ 253 MANIPULATE
(thieves' tools can be helpful, sometimes they are required) CF: trigger the device
PICK A LOCK [two-actions]+ 253 MANIPULATE THIEVERY (TRAINED) - Open a lock with thieves' tools. CS: two success & no trace CF: break the tools
ATHLETICS - Break open a door, window, or container. CS: no damage on target
FORCE OPEN [one-action] 242 ATTACK
(-2 i.penalty when prying without a crowbar) CF: -2 c.penalty on future attempts
MEDICINE ACTIONS usually require holding or wearing healer's tools and having a hand free.
MEDICINE VS RECOVERY DC + 5 - Stabilize: Target loses the dying condition. CF: +1 dying condition
FIRST AID [two-actions] 248 MANIPULATE
MEDICINE VS EFFECT DC - Stop bleeding: Target gets an extra check to stop bleeding. CF: deal bleed dmg
BATTLE MEDICINE [one-action] 258 MANIPULATE MEDICINE (FEAT) - Heal in combat. HEALING (24 hours CD on target)
DC 15 : 2d8(4d8) HP (E-DC 20 : +10 HP; M-DC 30 : +30 HP; L-DC 40 : +50 HP) CF: deal 1d8 dmg
TREAT WOUND 10 MIN 249 MANIPULATE MEDICINE (TRAINED) - Heal and remove the wounded condition. HEALING (1 hour CD on target)
TREAT POISON [one-action] 248 MANIPULATE MEDICINE (TRAINED) - Grants a +2(+4) circ. bonus to the next save vs poison. CF: -2 c.penalty
TREAT DISEASE 8 HOURS 248 MANIPULATE MEDICINE (TRAINED) - Grants a +2(+4) circ. bonus to the next save vs disease. CF: -2 c.penalty
OTHER ACTIONS
AID [one-action] + [reaction] 470 DC 20 - Grant a +1 circumstance bonus. CS: +2; Master: +3; Legendary: +4 CF: -1 c.penalty
RECALL KNOWLEDGE [one-action] 239 CONCENTRATE (SECRET) - Remember a bit of knowledge about the subject. CS: get more info CF: get false info
DIPLOMACY - Make a request of a friendly or helpful creature. CS: target agrees without qualifications
REQUEST [one-action] 247 CONCENTRATE
MENTAL , AUDITORY & LINGUISTIC Fail: target might propose an alternative CF: target's attitude toward you decreases
PERFORM [one-action] PERFORMANCE - Make a brief performance (song, dance, joke).
250 CONCENTRATE CS: impress CF: show incompetence
COMMAND ANIMAL [one-action] 249 CONCENTRATE NATURE - Issue an order to an animal. AUDITORY CF: target misbehaves or misunderstands
MOUNT [one-action] 472 MOVE Get on an allied animal bigger than you to ride it.
ATTACK = Interacts with MAP. M OVE , M ANIPULATE & CONCENTRATE = Triggers for reactions, conditions & more. [one-action] = SINGLE ACTION [free-action] = FREE ACTION
777 = Page reference for the CRB = Core Rulebook +2(+4/+1) = Bonus for Success, Critical Success or Failure [two-actions] = TWO-ACTION ACTIVITY [reaction] = REACTION
APG = Advanced Player Guide GMG = Gamemastery Guide CS = Critical Success Fail = Failure CF = Critical Failure [three-actions] = THREE-ACTION ACTIVITY by Iannick Daniel - v1.4.9 vertical paper
PATHFINDER 2E CHEATSHEET
COMMON EXPLORATION ACTIVITIES
Get a +2 (M: +3, L: +4) circumstance bonus from a willing expert ally performing a similar task.
FOLLOW THE EXPERT 479 CONCENTRATE
You can also add your level to your proficiency bonus even if untrained.
REFOCUS 300 CONCENTRATE 10 MIN Regain your first focus point.
CRAFTING VS ITEM DC - Repair a damaged item by 5(10) HP + 5(10) HP per proficiency rank.
REPAIR * 243 10 MIN
(usually requires a repair kit and a stable surface) CF: deal 2d6 dmg - hardness to the item
MEDICINE (TRAINED) - Heal and remove the wounded condition. HEALING (1 hour CD on target)
TREAT WOUNDS * 249 MANIPULATE 10 MIN
DC 15 : 2d8(4d8) HP (E-DC 20 : +10 HP; M-DC 30 : +30 HP; L-DC 40 : +50 HP) CF: deal 1d8 dmg
SOCIAL ACTIVITIES
INTIMIDATION VS WILL - Bully a creature into doing what you want. AUDITORY & LINGUISTIC
COERCE 247 CONCENTRATE 1+ MIN EMOTION MENTAL - Target cooperates for up to 1 day, then target's attitude downgrades to unfriendly. CS: won't retailiate soon
Fail: target's attitude downgrades to unfriendly CF: becomes hostile and is immune for at least a week
GATHER INFORMATION 246 2+ HOURS DIPLOMACY (SECRET) - Canvass an area to learn about something specific. CF: get false info
MAKE AN IMPRESSION 246 CONCENTRATE 1+ MIN DIPLOMACY VS WILL - Temporarily improve the target's attitude by 1(2). MENTAL , AUDITORY & LINGUISTIC CF: -1
TRAVELING ACTIVITIES
HUSTLE 480 MOVE Double your travel speed for 10 × Con.Mod.(min 1) minutes.
SQUEEZE 241 MOVE ACROBATICS (TRAINED) - Squeeze 5'(10')/min through a space you can barely fit through. CF: get stuck
OTHER ACTIVITIES
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.
SOCIETY (TRAINED) (SECRET) - Decipher a complicated or esoteric writing. CF: get false info
DECIPHER WRITING 234 CONCENTRATE 1+ MIN/P
You understand the true meaning of a non-coded (or coded) message. Fail: -2 c.penalty on future attempts
IDENTIFY ALCHEMY * 245 CONCENTRATE 10 MIN CRAFTING (TRAINED) (SECRET) - Identify an alchemical item. CF: misidentify
MAGICAL TRADITION (TRAINED) (SECRET) - Identify a magical aura. CS: learn every detail
IDENTIFY MAGIC 238 CONCENTRATE 10 MIN
Get a sense of what it does, how to activate it, and the name of any ongoing effect. Fail: 1 day CD CF: misidentify
IMPERSONATE * 245 MANIPULATE CONCENTRATE ~10 MIN DECEPTION (SECRET) - Create a disguise. Fail: target knows you're disguised CF: and can recognize you
SURVIVAL (SECRET) - Search for a safe and secure location and then setup a campsite.
PREPARE CAMPSITE KCG pg. 107 CONCENTRATE 2 HOURS
CS: +2 on encounters for 1 day, none for 1h Fail: -2 on activities CF: no activities and instant encounter check
PURSUE A LEAD APG pg. 56 1 MIN INVESTIGATOR - Examine the details of one potential clue related to the target.
SURVIVAL (SECRET) - Stay oriented in the wild and get a sense of cardinal directions.
SENSE DIRECTION * 252 ~1 MIN
(-2 i.penalty if no compass.) CS: excellent sense of where you are and exact cardinal directions
MAGICAL ACTIVITIES
BORROW AN ARCANE SPELL 241 MAGICAL TRADITION (TRAINED) - Prepare a spell from a spellbook or scroll. Fail: can't try again today
MAGICAL TRADITION (TRAINED) - Spend materials to learn a spell from a spellbook or scroll.
LEARN A SPELL * 238 1H/LEVEL
CS: spend half materials Fail: can't try again until next level CF: and waste half materials
ATTACK = Interacts with MAP. M OVE , M ANIPULATE & CONCENTRATE = Triggers for reactions, conditions & more. [one-action] = SINGLE ACTION [free-action] = FREE ACTION
777 = Page reference for the CRB = Core Rulebook +2(+4/+1) = Bonus for Success, Critical Success or Failure [two-actions] = TWO-ACTION ACTIVITY [reaction] = REACTION
APG = Advanced Player Guide GMG = Gamemastery Guide CS = Critical Success Fail = Failure CF = Critical Failure [three-actions] = THREE-ACTION ACTIVITY by Iannick Daniel - v1.4.9 vertical paper
PATHFINDER 2E CHEATSHEET
COMMON DOWNTIME ACTIVITIES
CRAFT * 244 MANIPULATE DAILY CRAFTING (TRAINED) - Make an item from raw materials.
EARN INCOME 236 DAILY CRAFTING / LORE / PERFORMANCE (TRAINED) - Earn money.
SOCIETY / SURVIVAL - Provide yourself subsistence level food and shelter.
SUBSIST 240 8+ HOURS
CS: also provide for a +1, or provide yourself comfortable living.
LONG TERM REST 481 24 HOURS Regain 2 × Level × Con.Mod.(min 1) Hit Points.
TREAT DISEASE * 248 MANIPULATE 8 HOURS MEDICINE (TRAINED) - Grants a +2(+4) circ. bonus to the next save vs disease. CF: -2 c.penalty
SPECIAL ACTIVITIES
CREATE FORGERY 251 1-7 DAYS SOCIETY (TRAINED) (SECRET) VS DC 20 - Create a forged document.
LEARN NAME SoM pg. 245 1 WEEK (RARE) (SECRET) - Try to discover the target's private names and true name.
RETRAINING 481 1 WEEK Change one of your chosen feats, skills or class features.
SUBSYSTEM ACTIVITIES
Make a favorable impression on an NPC to convince the NPC to support your cause.
INFLUENCE LINGUISTIC CONCENTRATE
Gain 1(2) Influence Point with the chosen NPC. CF: lose 1 Influence Point
(SECRET) - Watch or study an NPC to learn more about that NPC’s preferences.
Choose to learn one of the following about the NPC: CS: choose two
DISCOVER CONCENTRATE
the lowest skill DC that can Influence the NPC (skipping any skills that you already know) CF: get false info
or one personal bias, or one resistance, or one weakness.
DIPLOMACY (SECRET) - Seek out rumors about the target. CS: and get a +2 circ. bonus to future preparation checks
GOSSIP
Gain inside information about the target. CF: gain 1 AP and get a -2 circ. penalty to your next preparation check
DIPLOMACY / SOCIETY / LORE - Try to find a useful contact.
GAIN CONTACT
Gain a contact and 1 Edge Point. CF: future attempts suffer from a -2 circ. penalty; on repeat gain APs
DECEPTION / DIPLOMACY (SECRET) - Offer a bribe to your contact.
BRIBE CONTACT * Costs 1/10+ of the Currency per Additional PC listed on Table 10-9 (CRB pg. 509). Doubling the amount grants a +2 c.bonus.
The contact accepts the bribe and you gain 1 Edge Point. Fail: gain 1 useless EP and gain 1 AP CF: and gain 2 APs instead
PERCEPTION / SOCIETY / STEALTH (SECRET) - Spend time observing the target.
SCOUT LOCATION
Make observations that provide 1 Edge Point. CF: gain 1 EP that causes CF
SOCIETY (SECRET) - Prepare a convincing forgery prop.
FORGE DOCUMENTS
Gain 1 Edge Point you can use only when presenting some form of paperwork. Fail: gain 1 useless EP CF: that causes CF
CRAFTING / DECEPTION / PERFORMANCE / SOCIETY - Procure or create disguises.
SECURE DISGUISES
Gain 1 Edge Point you can use only to maintain a cover identity.
ATTACK = Interacts with MAP. M OVE , M ANIPULATE & CONCENTRATE = Triggers for reactions, conditions & more. [one-action] = SINGLE ACTION [free-action] = FREE ACTION
777 = Page reference for the CRB = Core Rulebook +2(+4/+1) = Bonus for Success, Critical Success or Failure [two-actions] = TWO-ACTION ACTIVITY [reaction] = REACTION
APG = Advanced Player Guide GMG = Gamemastery Guide CS = Critical Success Fail = Failure CF = Critical Failure [three-actions] = THREE-ACTION ACTIVITY by Iannick Daniel - v1.4.9 vertical paper