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PATHFINDER 2E CHEATSHEET

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.)

MORE CONFLICT FOCUSED ACTIONS


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. (save MAP)
DECEPTION - Use a diversion to temporarily become hidden.   MENTAL  (targets gain a +4 c.bonus against your diversions for 1 minute)
CREATE A DIVERSION [one-action] 246 
  MANIPULATE  for a gesture or trick.   AUDITORY  &   LINGUISTIC   for distracting words.
DIPLOMACY VS WILL (FEAT) - Distract a foe with a witty quip.   AUDITORY   &   LINGUISTIC   (target can retort)
BON MOT [one-action] APG pg. 203    CONCENTRATE 
  MENTAL     EMOTION  - Target takes a -2(-3) status penalty to Perception and Will saves for 1 minute. CF: get the -2 penalty instead
INTIMIDATION VS WILL - Shake an enemy’s resolve.   AUDITORY   (range of 30 feet)  (interpersonal 10 minutes CD)
DEMORALIZE [one-action] 247    CONCENTRATE 
  MENTAL     EMOTION    FEAR  - Target becomes Frightened 1(2). (-4 c.penalty if you're not using a language the target can understand)

CLOAK AND DAGGER INTERACTIONS


PERCEPTION (SECRET) - Locate creatures and *objects within an area (usually a 30' cone; or a 15' burst within LOS).
SEEK [one-action] CRB pg. 471    CONCENTRATE 
Creatures go from undetected to hidden, or from hidden to observed. CS: creatures go from undetected to observed
POINT OUT [one-action] 472    MANIPULATE  Indicate the location of a creature to your allies.   AUDITORY   &   VISUAL 

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

DROP PRONE [one-action]   MOVE  Fall prone.


CRAWL [one-action] 470    MOVE  Move 5 feet while prone (if Speed is 10'+).
STAND [one-action]   MOVE  Stand up from prone.
LEAP [one-action] 470    MOVE  Leap 10' horizontally (if Speed is 15'+) or 15' (if Speed is 30'+); or leap 5' horizontally plus 3' vertically.
HIGH JUMP [two-actions] 242    MOVE  ATHLETICS VS DC 30 - Stride 10' and then leap 5'(8'/3') vertically. CS: or 10' horiz. + 5' vert.  CF: no leap & fall prone
LONG JUMP [two-actions] 242    MOVE  ATHLETICS VS DISTANCE IN FEET - Stride 10' and then leap the full distance. Fail: normal Leap  CF: and fall prone
ATHLETICS - Swim 10'(15') through water. CF: lose 1 round of air
SWIM [one-action] 243 & 463    MOVE 
If haven’t succeeded at a Swim action on a turn you fully spent in water, you sink 10 feet or get moved by the current.
CLIMB [one-action] 241 & 463    MOVE  ATHLETICS - With both hands free, move 5'(10') up, down, or across an incline. CF: fall & land prone
BALANCE [one-action] 240    MOVE  ACROBATICS - Move across a narrow surface or uneven ground as if difficult terrain. CS: full speed  CF: fall & turn ends
REFLEX VS CLIMB DC - Stop your fall using a free hand and reduce the fall damage so far by 20 feet.
GRAB AN EDGE [reaction] 472    MANIPULATE 
CS: no need for a free hand and reduce dmg by 30'  CF: take 10 dmg per 20' fallen so far
ARREST A FALL [reaction] 472  ACROBATICS VS DC 15 - Slow your fall while flying.
MANEUVER IN FLIGHT [one-action] 240    MOVE  ACROBATICS (TRAINED) - Perform a difficult maneuver while flying. Fail: can't move or bad consequence  CF: worse consequence

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

TRAVELING ACTIVITIES WHILE MOVING AT HALF SPEED OR SLOWER


AVOID NOTICE 479  STEALTH (SECRET) - Sneak
COVER TRACKS [one-action] 252    MOVE     CONCENTRATE  SURVIVAL (TRAINED) - Cover your tracks.
TRACK [one-action] 252    MOVE     CONCENTRATE  SURVIVAL (TRAINED) - Follow tracks. Fail: can't try again for 1h  CF: for 24h

DEFEND 249  Raise a Shield before first turn of combat.


REPEAT A SPELL 480    CONCENTRATE  Constantly Activate an Item or Cast a Spell or Sustain an Effect.
SCOUT 480    CONCENTRATE  Grants the whole party a +1 circumstance bonus to initiative roll.
INVESTIGATE 480    CONCENTRATE  (SECRET) - Use Recall Knowledge on visible clues.

SEARCH 480    CONCENTRATE  PERCEPTION (SECRET) - Seek


↕ (Detect everything while moving at 300'/min or less; before you walk into it at 150'/min or less.)
DETECT MAGIC 479    CONCENTRATE  Constantly cast Detect Magic.

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

INFLUENCE GMG PG. 151 (151 TO 153)

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.

RESEARCH GMG PG. 154 (154 TO 155)

Comb through information to learn more about the topic at hand.


RESEARCH   LINGUISTIC     CONCENTRATE 
Gain 1(2) Research Point. CF: make a false discovery and lose 1 Research Point

INFILTRATION - PREPARATION ACTIVITIES GMG PG. 163 (160-163)

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

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