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PATHFINDER 2E CHEATSHEET

ATTACK ACTIONS MOVEMENT ACTIONS


STRIKE [one-action]   ATTACK   Attack with a weapon or unarmed attack. STRIDE [one-action]   MOVE   Move up to your Speed.
FEINT [one-action] DECEPTION (TRAINED) - Target is flat-footed against your next melee attack. STEP [one-action]   MOVE   Move 5 feet without triggering reactions.
Attempt to get free when grabbed, restrained, or immobilized. TUMBLE THROUGH [one-action]   MOVE   ACROBATICS VS REFLEX - Move up to your Speed, including through the space of one enemy.
ESCAPE [one-action]   ATTACK  
Uses unarmed attack modifier, Acrobatics, or Athletics. SNEAK [one-action]   MOVE   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]   MOVE  Fall prone.
GRAPPLE [one-action]   ATTACK   ATHLETICS VS FORTITUDE - Grab an opponent until your next turn ends.
CRAWL [one-action]   MOVE  Move 5 feet while prone.
SHOVE [one-action]   ATTACK   ATHLETICS VS FORTITUDE - Push an opponent 5 feet away from you. You can follow.
STAND [one-action]   MOVE  Stand up from prone.
TRIP [one-action]   ATTACK   ATHLETICS VS REFLEX - Knock an opponent prone.
LEAP [one-action]   MOVE  Leap 10' horizontally (if Speed is 15'+) or 15' (if Speed is 30'+); or leap 5' horiz. plus 3' vertically.
DISARM [one-action]   ATTACK   ATHLETICS VS REFLEX (TRAINED) - Knock something out of an opponent’s grasp.
HIGH JUMP [two-actions]   MOVE  ATHLETICS VS DC 30 - Stride 10' and then leap 5' vertically; and up to 8' on a critical success.
LONG JUMP [two-actions]   MOVE  ATHLETICS VS DISTANCE IN FEET - Stride 10' and then leap the full distance.
MAGICAL ACTIONS SWIM [one-action]   MOVE  ATHLETICS - Swim 10' through water.
CAST A SPELL (usually) [two-actions] Cast a spell you have prepared or in your repertoire.      Manipulate  and/or   Concentrate  CLIMB [one-action]   MOVE  ATHLETICS - With both hands free, move 5' up, down, or across an incline.
DISMISS [one-action]   CONCENTRATE  End one spell or item effect. BALANCE [one-action]   MOVE  ACROBATICS - Move across a narrow surface or uneven ground.
SUSTAIN [one-action]   CONCENTRATE  Extend one spell or item effect until the end of your next turn. REFLEX VS CLIMB DC - Stop your fall using a free hand and reduce the fall damage
GRAB AN EDGE [reaction]   MANIPULATE 

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] ACROBATICS VS DC 15 - Slow your fall while flying.
IDENTIFY SPELL [one-action]   CONCENTRATE  MAGICAL TRADITION (SECRET) - Identify a spell that you witnessed being cast.
MANEUVER IN FLIGHT [one-action]   MOVE  ACROBATICS (TRAINED) - Perform a difficult maneuver while flying.
RECOGNIZE SPELL [reaction]   CONCENTRATE  MAGICAL TRADITION (SECRET) (FEAT) - Identify a spell being cast within line of sight.

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

RAISE A SHIELD / PARRY [one-action] 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]   MANIPULATE  MAGICAL TRADITION (FEAT) - Temporarily grants you the ability to use the item.
SHIELD BLOCK [reaction] (FEAT) - Reduces the damage of a physical attack by the raised shield's Hardness. INVEST AN ITEM [one-action]+   MANIPULATE  You invest your energy in an item to benefit from its constant magical abilities. (max 10 items/day)

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

PICK A LOCK [two-actions]+   MANIPULATE  THIEVERY (TRAINED) - Open a lock with thieves' tools.
MORE CONFLICT FOCUSED ACTIONS ATHLETICS - Break open a door, window, or container.
FORCE OPEN [one-action]   ATTACK   (prying is harder without a crowbar)
DELAY [free-action] Delay the start of your turn.  Start your turn later after another creature's turn ends.
READY [two-actions] + [reaction]   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] (targets wise up for 1 minute)
MEDICINE VS RECOVERY DC + 5 - Stabilize: Target loses the dying condition.
BON MOT [one-action]   CONCENTRATE  DIPLOMACY VS WILL (FEAT) - Distract a foe with a witty quip. (target can retort) FIRST AID [two-actions]   MANIPULATE 
MEDICINE VS EFFECT DC - Stop bleeding: Target gets an extra check to stop bleeding.
DEMORALIZE [one-action]   CONCENTRATE  INTIMIDATION VS WILL - Shake an enemy’s resolve. (range of 30 feet)  (interpersonal 10 minutes CD)
BATTLE MEDICINE [one-action]   MANIPULATE  MEDICINE (FEAT) - Heal in combat. (24 hours CD on target)

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

CLOAK AND DAGGER INTERACTIONS TREAT POISON [one-action]   MANIPULATE  MEDICINE (TRAINED) - Grant a +2 circumstance bonus to the next save vs poison.
SEEK [one-action]   CONCENTRATE  PERCEPTION (SECRET) - Scan an area for signs of creatures or objects. TREAT DISEASE 8 HOURS   MANIPULATE  MEDICINE (TRAINED) - Grant a +2 circumstance bonus to the next save vs disease.
POINT OUT [one-action]   MANIPULATE  Indicate the location of a creature to your allies.
HIDE [one-action] STEALTH (SECRET) - Use cover or concealment to become hidden. OTHER ACTIONS
SNEAK [one-action]   MOVE  STEALTH (SECRET) - Move at half Speed while being undetected. AID [one-action] + [reaction] DC 20 - Grant a +1 circumstance bonus to your ally.
CONCEAL AN OBJECT [one-action]   MANIPULATE  STEALTH (SECRET) - Hide an object of light bulk. RECALL KNOWLEDGE [one-action]   CONCENTRATE  (SECRET) - Remember a bit of knowledge about the subject.
PALM AN OBJECT [one-action]   MANIPULATE  THIEVERY (SECRET) - Palm an unattended object of negligible bulk. REQUEST [one-action]   CONCENTRATE  DIPLOMACY - Make a request of a friendly or helpful creature.
STEAL [one-action]   MANIPULATE  THIEVERY (SECRET) - Steal an object of negligible bulk from a creature. PERFORM [one-action]   CONCENTRATE  PERFORMANCE - Make a brief performance (song, dance, joke).
LIE [three-actions]+   CONCENTRATE  DECEPTION (SECRET) - Fool someone with an untruth. COMMAND AN ANIMAL [one-action]   CONCENTRATE  NATURE - Issue an order to an animal.
SENSE MOTIVE [one-action]   CONCENTRATE  PERCEPTION (SECRET) - Detect abnormal behavior. MOUNT [one-action]   MOVE  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
by Iannick Daniel - v1.6 monochrome minimal
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   CONCENTRATE   CRAFT   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   CONCENTRATE   10 MIN Regain your first focus point. EARN INCOME DAILY CRAFTING / LORE / PERFORMANCE (TRAINED) - Earn money.
CRAFTING VS ITEM DC - Repair a damaged item. SUBSIST 8+ HOURS SOCIETY / SURVIVAL - Provide yourself subsistence level food and shelter.
REPAIR 10 MIN
(requires placing the item on a stable surface and holding a repair kit with both hands) LONG TERM REST 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   MANIPULATE  10 MIN
TREAT DISEASE   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   CONCENTRATE   1+ MIN INTIMIDATION VS WILL - Bully a creature into doing what you want. CREATE FORGERY 1-7 DAYS SOCIETY (TRAINED) (SECRET) VS DC 20 - Create a forged document.
GATHER INFORMATION 2+ HOURS DIPLOMACY (SECRET) - Canvass an area to learn about something specific. LEARN NAME 1 WEEK (RARE) (SECRET) - Try to discover the target's private names and true name.
MAKE AN IMPRESSION   CONCENTRATE   1+ MIN DIPLOMACY VS WILL - Temporarily improve the target's attitude. RETRAINING 1 WEEK Change one of your chosen feats, skills or class features.

TRAVELING ACTIVITIES SUBSYSTEM ACTIVITIES


HUSTLE   MOVE  Double your travel speed for 10 × Con.Mod.(min 1) minutes.
SQUEEZE   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 STEALTH (SECRET) - Sneak
COVER TRACKS [one-action]   CONCENTRATE     MOVE  SURVIVAL (TRAINED) - Cover your tracks.
RESEARCH GMG PG. 154 (154 TO 155)
TRACK [one-action]   CONCENTRATE     MOVE  SURVIVAL (TRAINED) - Follow tracks.
RESEARCH   CONCENTRATE   Comb through information to learn more about the topic at hand.
DEFEND Raise a Shield before first turn of combat.
REPEAT A SPELL   CONCENTRATE   Constantly Activate an Item or Cast a Spell or Sustain an Effect.
SCOUT   CONCENTRATE   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   CONCENTRATE   (SECRET) - Use Recall Knowledge on visible clues.
GAIN CONTACT DIPLOMACY / SOCIETY / LORE - Try to find a useful contact.
SEARCH   CONCENTRATE   300' / 150' PERCEPTION (SECRET) - Seek
BRIBE CONTACT DECEPTION / DIPLOMACY (SECRET) - Offer a bribe to your contact.
DETECT MAGIC   CONCENTRATE   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 10 MIN Affix one talisman to one item. (can't have more than 1 talisman affixed on an item)

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

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

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

MAGICAL ACTIVITIES
BORROW AN ARCANE SPELL MAGICAL TRADITION (TRAINED) - Prepare a spell from a spellbook or scroll.
LEARN A SPELL 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
by Iannick Daniel - v1.6 monochrome minimal

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