PF2E - Player Reference Sheet

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Pathfinder 2nd Edition - Activity Reference Sheet

Each round you get One Reaction. On your turn you can use up to Three Actions. You can use any number of Free Actions.

Two-Action Three-Action
Single Action Reaction Free Action Actions Vary
Activity Activity

Movement Actions
STRIDE STEP DROP PRONE
Move up to your speed REQ: Speed 10ft+ Lay on the ground
Move 5 feet without triggering
any reactions
CRAWL LEAP STAND
REQ: Prone, Speed 10ft+ Speed 15+: Leap 10ft forward Stand up from prone
Move 5 feet by crawling and Speed 30+: Leap 15ft forward
continue to stay prone or 3ft x 5ft upward

Combat Actions
STRIKE AID TAKE COVER
Attack with any weapon TRIGGER: Ally makes a chk/atk REQ: Prone or near / in cover
Each attack after the first incurs Ready assistance on your turn, Cover grants bonuses to AC,
a -5 penalty (-4 for agile wpns) make a roll, result affects ally Reflex, and Stealth checks

RAISE A SHIELD ESCAPE


REQ: You are wielding a shield Roll unarmed atk, athletics, or
Add your shield bonus to AC acrobatics to escape a Grab,
until the start of your next turn Immobilization, or Restraint

Spell Actions
CAST A SPELL SUSTAIN A SPELL SUSTAIN AN ACTIVATION
Cast a spell you have prepared REQ: One spell you can sustain, REQ: One magic item to sustain,
or in your repertoire, actions and you are not fatigued and you are not fatigued
depend on the spell in question Renew the duration of the spell Renew duration of an item effect
DISMISS
End a spell effect or magic item
effect, must be an effect you are
allowed to dismiss

Other Actions
DELAY READY RECALL KNOWLEDGE
TRIGGER: Your turn begins Choose an action or free Arcana, Crafting, Lore, Medicine,
Remove yourself from initiative action, designate a trigger, Nature, Occultism, Religion, or
and return as a free action and activate as a reaction Society (Secret roll by GM)
INTERACT ACTIVATE AN ITEM MOUNT
Draw a weapon, retreive REQ: One wielded item REQ: Standing beside a mount
an item, open a door, etc. Properly activate an item, actions Ride or dismount a creature
(May require a skill check) depend on the item at least one size larger, willing
RELEASE GRAB AN EDGE
Drop an item, change hands, TRIGGER: Fall near an edge
or similar without triggering REQ: Hands are free
reactions Make a reflex save to recover
Perception Actions
SEEK POINT OUT AVERT GAZE
Scan for creatures or objects REQ: See a creature an ally can’t Gain a +2 circumstance bonus
using your available senses Indicate a creature you see to against visual abilities requiring
(Secret roll made by GM) allies (Undetected > Hidden) you to look at a creature/object
SENSE MOTIVE
Assess a creature’s body
language for signs of deception
(Secret roll made by GM)

Acrobatics Actions Trained Only


BALANCE TUMBLE THROUGH MANEUVER IN FLIGHT
REQ: Narrow / uneven space Move up to your Speed and REQ: A fly Speed
Make an Acrobatics check to try to move through an Try to make a difficult flying
counteract related penalties enemy’s space maneuver, using Acrobatics

Athletics Actions
CLIMB SWIM FORCE OPEN
REQ: Have both hands free Try to move through turbulent Using your body or a tool, you
Move across an incline using or dangerous water using attempt to force open an object
an Athletics check (flat-footed) Athletics to swim using an Athletics check

GRAPPLE SHOVE TRIP


REQ: A free hand or held target REQ: One hand free REQ: One hand free
Try to grab/hold a creature or Try to push a creature 5 - 10ft Try to knock a creature
object using an Athletics check away from you using Athletics prone using Athletics

HIGH JUMP LONG JUMP


Stride, then make a vertical Stride, then make a horizontal
Leap and attempt an Athletics Leap and attempt an Athletics
check to increase height check to increase the length

Trained Only
DISARM
REQ: One hand free
Try to knock something from
a creature’s grasp with Athletics

Deception Actions Trained Only Diplomacy Actions


CREATE A DIVERSION FEINT REQUEST
Try to draw attention away REQ: Within reach of target Make a request of an NPC
from you so you become Perform a flourish trying to who is friendly or helpful
momentarily hidden reduce your foes defences towards you

Medicine Actions Trained Only Intimidation Actions


ADMINISTER FIRST AID TREAT POISON DEMORALIZE
REQ: Healers Kit worn / held REQ: Healers Kit worn / held Try to shake your enemy’s
Attempt to Stabilize a creature Try to treat a patient and resolve inflicting penalties
or Stop Bleeding prevent the spread of poison to checks & DCs
Thievery Actions Nature Actions
PALM AN OBJECT STEAL COMMAND AN ANIMAL
Try to pick up or manipulate Try to take a small object from Spend actions and roll Nature
a small object without being another creature without being to instruct an animal to perform
noticed noticed actions on its own turn

Trained Only Performance Actions


DISABLE A DEVICE PICK A LOCK
REQ: Thieves’ Tools (Sometimes) REQ: Thieves’ Tools PERFORM
Attempt to disarm a trap or Attempt to open a lock without Use Performance to try and
other complex device a key influence future Diplomacy
checks

Stealth Actions
HIDE SNEAK CONCEAL AN OBJECT
Huddle behind cover or greater Stride up to half your speed Hide a small object on your
concealment to become Hidden remaining hidden, incurs a person or somewhere near by
(Secret roll made by the GM) stealth roll (Secret roll by GM) (Secret roll made by the GM)

Flight Actions
FLY ARREST A FALL
REQ: A fly Speed TRIGGER: You fall
Move through the air up to REQ: You have a fly Speed
your fly Speed, or hover Use Acrobatics to slow a fall

Exploration Actions
Regular Activities Related Skill Description
COERCE Intimidation Threaten and bully a creature into doing what you want
DECIPHER WRITING - Use a suitable skill to try and understand archaic, esoteric, or obscure texts
FOLLOW THE EXPERT - An ally with Expert prof. in a skill can give you a bonus to some skill rolls
GATHER INFORMATION Diplomacy Canvass the area to learn about a specific or individual topic
HUSTLE - Strain yourself to move at double your travel speed
IDENTIFY ALCHEMY Crafting Use alchemist’s tools to identify an alchemical item
IMPERSONATE Deception Create a disguise, using a disguise kit is recommended
INVEST AN ITEM - Invest your energy in investable items using Interact actions (Max 10 per day)
LIE Deception Attempt to fool someone with an untruth
MAKE AN IMPRESSION Diplomacy Try to make a good impression upon an NPC
REPAIR Crafting Attempt to fix a broken item, repair kit is recommended
SENSE DIRECTION Survival Get a sense of where you are or your orientation to the cardinal directions
SQUEEZE Acrobatics Trained Contort yourself to squeeze through a very narrow space
TRACK Survival Trained Try to find and follow the tracks of other creatures
TREAT WOUNDS Medicine Trained Provide medical care to aid a creature in recovering hit points

Ongoing Activities
AVOID NOTICE Stealth Move at half speed and make a Stealth check to try and avoid detection
COVER TRACKS Survival Trained Move up to half your travel speed, covering your tracks as you go
DEFEND - Move at half speed with shield raised incase combat breaks out
INVESTIGATE - Move at half speed and Recall Knowledge to gather info as you travel
SCOUT - Move at half speed checking ahead and behind to grant allies +1 initiative
SEARCH - Move at slow speed regularly searching the area around you for secrets

Magical Activities
BORROW AN ARCANE SPELL Arcana Trained Attempt to prepare a spell from someone else’s spellbook
DETECT MAGIC As Tradition Move at half speed regularly casting detect magic
IDENTIFY MAGIC - Use a suitable skill to learn about a magic item, location, or ongoing effect
LEARN A SPELL As Tradition Use the skill corresponding to the spell’s tradition to gain access to it
REPEAT A SPELL - Move at half speed repeatedly casting a spell

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