Pf2e Actions Dark
Pf2e Actions Dark
Pf2e Actions Dark
TRIP [one-action] 243 A TTACK ATHLETICS VS REFLEX - Knock an opponent prone. CS: and deal 1d6 blunt dmg CF: fall prone LEAP [one-action] 470 M OVE Leap 10' horizontally (if Speed is 15'+) or 15' (if Speed is 30'+); or leap 5' horizontally plus 3' vertically.
ATHLETICS VS REFLEX (TRAINED) - Knock something out of an opponent’s grasp. CS: target drops the object HIGH JUMP [two-actions] 242 M OVE ATHLETICS VS DC 30 - Stride 10' and then leap 5'(8'/3') vertically. CS: or 10' horiz. + 5' vert. CF: no leap & fall prone
DISARM [one-action] 243 A TTACK
ATHLETICS VS DISTANCE IN FEET - Stride 10' and then leap the full distance.
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 LONG JUMP [two-actions] 242 M OVE Fail: normal Leap CF: and fall prone
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
OBJECT INTERACTIONS
INTERACT [one-action] 470 M ANIPULATE Grab an object, open a door, draw an item, or do a similar action.
DEFENSIVE ACTIONS
RELEASE [free-action] 470 M ANIPULATE Release something you’re holding without triggering reactions.
AVERT GAZE [one-action] 472 Get a +2 circumstance bonus against visual abilities.
Call forth the effect of an item by properly activating it.
TAKE COVER [one-action] 471 Gain cover +2, or get greater cover +4 if you have cover. ACTIVATE [one-action]+ OR [reaction] 532
M ANIPULATE for Interact activations. CONCENTRATE for Command or Envision activations.
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 MANIPULATE *TRADITION (FEAT) - Temporarily grants you the ability to use the item. CF: can't try again until daily prep.
(FEAT) - Reduces the damage of a physical attack by the raised shield's Hardness.
SHIELD BLOCK [reaction] 266 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)
Both you and the shield take any remaining damage. (Objects generally break at half HP and are destroyed at 0 HP.)
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
MORE CONFLICT FOCUSED ACTIONS PICK A LOCK [two-actions]+ 253 M ANIPULATE THIEVERY (TRAINED) - Open a lock with thieves' tools. CS: two success & no trace CF: break the tools
DELAY [free-action] 470 Delay the start of your turn; start your turn later after another creature's turn ends. ATHLETICS - Break open a door, window, or container. CS: no damage on target
FORCE OPEN [one-action] 242 A TTACK
(-2 i.penalty when prying without a crowbar) CF: -2 c.penalty on future attempts
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. (targets gain a +4 c.bonus against your diversions for 1 minute)
CREATE A DIVERSION [one-action] 246 M ENTAL
MEDICINE ACTIONS usually require holding or wearing healer's tools and having a hand free.
M ANIPULATE for a gesture or trick. A UDITORY & LINGUISTIC for distracting words.
BON MOT [one-action] APG pg. 203 CONCENTRATE DIPLOMACY VS WILL (FEAT) - Distract a foe with a witty quip. AUDITORY & LINGUISTIC (target can retort) MEDICINE VS RECOVERY DC + 5 - Stabilize: Target loses the dying condition. CF: +1 dying condition
Target takes a -2(-3) status penalty to Perception and Will saves for 1 minute. CF: get the -2 penalty instead
FIRST AID [two-actions] 248 M ANIPULATE
M ENTAL EMOTION MEDICINE VS EFFECT DC - Stop bleeding: Target gets an extra check to stop bleeding. CF: deal bleed dmg
DEMORALIZE [one-action] 247 CONCENTRATE INTIMIDATION VS WILL - Shake an enemy’s resolve. A UDITORY (range of 30 feet) (interpersonal 10 minutes CD)
MEDICINE (FEAT) - Heal in combat.
BATTLE MEDICINE [one-action] 258 M ANIPULATE H EALING (24 hours CD on target)
M ENTAL EMOTION F EAR Target becomes Frightened 1(2). (-4 c.penalty if you're not using a language the target can understand)
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 M ANIPULATE MEDICINE (TRAINED) - Heal and remove the wounded condition. H EALING (1 hour CD on target)
CLOAK AND DAGGER INTERACTIONS TREAT POISON [one-action] 248 M ANIPULATE MEDICINE (TRAINED) - Grants a +2(+4) circ. bonus to the next save vs poison. CF: -2 c.penalty
PERCEPTION (SECRET) - Locate creatures and *objects within an area (usually a 30' cone; or a 15' burst within LOS) . TREAT DISEASE 8 HOURS 248 M ANIPULATE MEDICINE (TRAINED) - Grants a +2(+4) circ. bonus to the next save vs disease. CF: -2 c.penalty
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] Indicate the location of a creature to your allies.
472 M ANIPULATE A UDITORY & VISUAL
OTHER ACTIONS
HIDE [one-action] 251 STEALTH (SECRET) - Use cover or concealment to become hidden.
AID [one-action] + [reaction] 470 DC 20 check to grant a +1 circumstance bonus. CS: +2; Master: +3; Legendary: +4 CF: -1 c.penalty
SNEAK [one-action] 252 M OVE STEALTH (SECRET) - Move at half Speed while being undetected. Fail: detected but still hidden CF: become observed
RECALL KNOWLEDGE [one-action] 239 CONCENTRATE (SECRET) - Remember a bit of knowledge about the subject. CS: get more info CF: get false info
CONCEAL AN OBJECT [one-action] 251 MANIPULATE STEALTH (SECRET) - Hide an object of light bulk.
DIPLOMACY - Make a request of a friendly or helpful creature. CS: target agrees without qualifications
PALM AN OBJECT [one-action] 253 MANIPULATE THIEVERY (SECRET) - Palm an unattended object of negligible bulk. Fail: you palm the object but get noticed REQUEST [one-action] 247 M ENTAL CONCENTRATE
A UDITORY & LINGUISTIC Fail: target might propose an alternative CF: target's attitude toward you decreases
STEAL [one-action] 253 M ANIPULATE THIEVERY (SECRET) - Steal an object of negligible bulk from a creature. Fail: noticed, and fail to steal if noticed by the target PERFORM [one-action] 250 CONCENTRATE PERFORMANCE - Make a brief performance (song, dance, joke). CS: impress CF: show incompetence
LIE [three-actions]+ 246 M ENTAL CONCENTRATE DECEPTION (SECRET) - Fool someone with an untruth. A UDITORY & LINGUISTIC Fail: target gains a +4 c.bonus against your lies COMMAND AN ANIMAL [one-action] 249 CONCENTRATE NATURE - Issue an order to an animal. A UDITORY CF: target misbehaves or misunderstands
SENSE MOTIVE [one-action] 471 CONCENTRATE PERCEPTION (SECRET) - Detect abnormal behavior. CS: detect true intent CF: misidentify MOUNT [one-action] 472 M OVE Get on an allied animal bigger than you to ride it.
ATTACK = Interacts with MAP. MOVE , MANIPULATE & CONCENTRATE = Triggers for reactions, conditions & more. +2(+4/+1) = Bonus for Success, Critical Success or Failure [one-action] SINGLE ACTION [two-actions] TWO-ACTION ACTIVITY [three-actions] THREE-ACTION ACTIVITY [free-action] FREE ACTION [reaction] REACTION
777 = Page reference for the CRB = Core Rulebook APG = Advanced Player Guide GMG = Gamemastery Guide CS = Critical Success Fail = Failure CF = Critical Failure by Iannick Daniel - v1.5 dark rulebook
PATHFINDER 2E CHEATSHEET
COMMON EXPLORATION ACTIVITIES COMMON DOWNTIME ACTIVITIES
Get a +2 (M: +3, L: +4) circumstance bonus from a willing expert ally performing a similar task. CRAFT * 244 M ANIPULATE DAILY CRAFTING (TRAINED) - Make an item from raw materials.
FOLLOW THE EXPERT 479 CONCENTRATE
You can also add your level to your proficiency bonus even if untrained. EARN INCOME 236 DAILY CRAFTING / LORE / PERFORMANCE (TRAINED) - Earn money.
REFOCUS 300 CONCENTRATE 10 MIN Regain your first focus point. SOCIETY / SURVIVAL - Provide yourself subsistence level food and shelter.
CRAFTING VS ITEM DC - Repair a damaged item by 5(10) HP + 5(10) HP per proficiency rank.
SUBSIST 240 8+ HOURS
CS: also provide for a +1, or provide yourself comfortable living.
REPAIR * 243 10 MIN
(usually requires a repair kit and a stable surface) CF: deal 2d6 dmg - hardness to the item LONG TERM REST 481 24 HOURS Regain 2 × Level × Con.Mod.(min 1) Hit Points.
MEDICINE (TRAINED) - Heal and remove the wounded condition. H EALING (1 hour CD on target) MEDICINE (TRAINED) - Grants a +2(+4) circ. bonus to the next save vs disease.
TREAT WOUNDS * 249 M ANIPULATE 10 MIN TREAT DISEASE * 248 M ANIPULATE 8 HOURS CF: -2 c.penalty
DC 15 : 2d8(4d8) HP (E-DC 20 : +10 HP; M-DC 30 : +30 HP; L-DC 40 : +50 HP) CF: deal 1d8 dmg
MAKE AN IMPRESSION 246 MENTAL CONCENTRATE 1+ MIN DIPLOMACY VS WILL - Temporarily improve the target's attitude by 1(2). A UDITORY & LINGUISTIC CF: -1 SUBSYSTEM ACTIVITIES
TRAVELING ACTIVITIES INFLUENCE GMG PG. 151 (151 TO 153)
HUSTLE 480 M OVE Double your travel speed for 10 × Con.Mod.(min 1) minutes. Make a favorable impression on an NPC to convince the NPC to support your cause.
INFLUENCE LINGUISTIC CONCENTRATE
SQUEEZE 241 M OVE ACROBATICS (TRAINED) - Squeeze 5'(10')/min through a space you can barely fit through. CF: get stuck 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.
DEFEND 249 Raise a Shield before first turn of combat. Comb through information to learn more about the topic at hand.
RESEARCH LINGUISTIC CONCENTRATE
REPEAT A SPELL 480 CONCENTRATE Constantly Activate an Item or Cast a Spell or Sustain an Effect. Gain 1(2) Research Point. CF: make a false discovery and lose 1 Research Point
SCOUT 480 CONCENTRATE Grants the whole party a +1 circumstance bonus to initiative roll.
INVESTIGATE 480 CONCENTRATE (SECRET) - Use Recall Knowledge on visible clues. INFILTRATION - PREPARATION ACTIVITIES GMG PG. 163 (160-163)
SEARCH 480 CONCENTRATE PERCEPTION (SECRET) - Seek 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
↕ (Detect everything while moving at 300'/min or less; before you walk into it at 150'/min or less.)
DIPLOMACY / SOCIETY / LORE - Try to find a useful contact.
DETECT MAGIC 479 CONCENTRATE Constantly cast Detect Magic. 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.
OTHER ACTIVITIES 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.
AFFIX A TALISMAN 565 10 MIN Affix one talisman to one item. (can't have more than 1 talisman affixed on an item) 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
CALL COMPANION APG pg. 160 1 MIN Switch your active companion for another one of your animal companions. 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 (TRAINED) (SECRET) - Decipher a complicated or esoteric writing. CF: get false info
DECIPHER WRITING 234 CONCENTRATE 1+ MIN/P SOCIETY (SECRET) - Prepare a convincing forgery prop.
You understand the true meaning of a non-coded (or coded) message. Fail: -2 c.penalty on future attempts 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
IDENTIFY ALCHEMY * 245 CONCENTRATE 10 MIN CRAFTING (TRAINED) (SECRET) - Identify an alchemical item. CF: misidentify
CRAFTING / DECEPTION / PERFORMANCE / SOCIETY - Procure or create disguises.
MAGICAL TRADITION (TRAINED) (SECRET) - Identify a magical aura. CS: learn every detail SECURE DISGUISES
IDENTIFY MAGIC 238 CONCENTRATE 10 MIN Gain 1 Edge Point you can use only to maintain a cover identity.
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 M ANIPULATE 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 1 H/LEVEL
CS: spend half materials Fail: can't try again until next level CF: and waste half materials
ATTACK = Interacts with MAP. MOVE , MANIPULATE & CONCENTRATE = Triggers for reactions, conditions & more. +2(+4/+1) = Bonus for Success, Critical Success or Failure [one-action] SINGLE ACTION [two-actions] TWO-ACTION ACTIVITY [three-actions] THREE-ACTION ACTIVITY [free-action] FREE ACTION [reaction] REACTION
777 = Page reference for the CRB = Core Rulebook APG = Advanced Player Guide GMG = Gamemastery Guide CS = Critical Success Fail = Failure CF = Critical Failure by Iannick Daniel - v1.5 dark rulebook