Pathfinder 2E Combat Actions Guide
Pathfinder 2E Combat Actions Guide
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