On this page, you will find quick help for actions, combat, poison and so on, in Pathfinder 1.
Combat
- Combat Maneuver
- Attack of Opportunity
Combat Maneuver | |||||
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Maneuver | Action | AoO | Size limit | Success | Failure |
Bull Rush | Standard or Charge | Yes | 1 larger max | Target is push back 5 feet (+5 feet per 5) | Stopped next to defender |
Disarm | In place of melee | Yes | Target drops his weapon | Failed by 10+ => Attacker drop his weapon | |
Overrun | Standard or Charge | Yes | 1 larger max | Move through space (5+ => Target is prone) | Stopped next to defender |
Sunder | In place of melee | Yes | |||
Trip | In place of melee | Yes | 1 larger max | Target is prone | Failed by 10+ => Attacker is prone |
Attack of Opportunity |
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Standard Action | AoO |
Attack (melee) | No |
Attack (ranged) | Yes |
Attack (unarmed) | Yes |
Activate a magic item other than a potion | No |
Aid another | Maybe |
Cast a spell (1 std action casting time) | Yes |
Channel energy | No |
Concentrate to maintain an active spell | No |
Dismiss a spell | No |
Draw a hidden weapon | No |
Drink a potion or apply an oil | Yes |
Escape a grapple | No |
Feint | No |
Light a torch with a tindertwig | Yes |
Lower spell resistance | No |
Read a scroll | Yes |
Ready (triggers a standard action) | No |
Stabilize a dying friend (see Heal skill) | Yes |
Use extraordinary ability | No |
Use skill that takes 1 action | Usually |
Use spell-like ability | Yes |
Use supernatural ability | No |
Free Action | AoO |
Cease concentration on a spell | No |
Drop an item | No |
Drop to the floor | No |
Prepare spell components to cast a spell | No |
Immediate Action | AoO |
Cast feather fall | No |
No Action | AoO |
Delay | No |
5-foot step | No |
Move Action | AoO |
Move | Yes |
Control a frightened mount | Yes |
Direct or redirect an active spell | No |
Draw a weapon | No |
Load a hand crossbow or light crossbow | Yes |
Open or close a door | No |
Mount/dismount a steed | No |
Move a heavy object | Yes |
Pick up an item | Yes |
Sheathe a weapon | Yes |
Stand up from prone | Yes |
Ready or drop a shield | No |
Retrieve a stored item | Yes |
Full-Round Action | AoO |
Full attack | No |
Charge | No |
Deliver coup de grace | Yes |
Escape from a net | Yes |
Extinguish flames | No |
Light a torch | Yes |
Load a heavy or repeating crossbow | Yes |
Lock or unlock weapon in locked gauntlet | Yes |
Prepare to throw splash weapon | Yes |
Run | Yes |
Use skill that takes 1 round | Usually |
Usea touch spell on up to six friends | Yes |
Withdraw | No |
Swift Action | AoO |
Cast a quickened spell | No |
Action Type Varies | AoO |
Perform a combat maneuver | Yes |
Use feat | Varies |
Poison
Poison rule | |
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Save | Gives the DC to avoid contracting the affliction. This is also the DC to end the affliction through magic, such as remove curse or neutralize poison. |
Onset | The affliction's effect does not occur until after the onset period has elapsed and then only if further saving throws are failed. |
Frequency | This is how often the periodic saving throw must be attempted after the affliction has been contracted (after the onset time, if any). Afflictions without a frequency occur only once, immediately upon contraction (or after the onset time if one is listed). |
Effect | This is the effect that the character suffers each time if he fails his saving throw. These effects are cumulative, but they can be cured normally. Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists. |
Cure | This tells you how the affliction is cured. Hit point damage and ability score damage is not removed when an affliction is cured. Such damage must be healed normally. Afflictions without a cure entry can only be cured through powerful spells, such as neutralize poison and remove curse. |
Exemple | He failed a DC 15 Fort to avoid contracting it. After the onset period of 1d3 days has passed, he must make another DC 15 Fort to avoid taking 1d6 points of STR damage. From this point onward, he must make a DC 15 Fort each day to avoid further STR damage. If, on 2 consecutive days, he makes his Fort saves, he is cured of the disease and any damage it caused begins to heal as normal. |
Some Poisons | |
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Filth Fever | Bloodroot |
Type disease, injury; Save DC 12 Onset 1d3 days; Frequency 1/day Effect 1d3 Dex damage and 1d3 Con damage Cure 2 consecutive saves |
Type poison, injury; Save DC 12 Onset 1 rd; Frequency 1/rd for 4 rds Effect 1 Con damage and 1 Wis damage Cure 1 save |
Dispel Magic
Unless mention, all checks made to dispel a spell or item is:- 1d20 + your caster level compare to
- spell DC (11 + spell's caster level) or (11 + item's caster level).
Dispel Magic | ||
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Spell mode | Dispel Magic | Greater Dispel Magic |
Targeted Dispel | One object, creature, or spell is the target of the dispel magic spell :
|
Functions as a targeted dispel magic, but it can dispel one spell for every 4 caster levels you possess. Additionally, Greater Dispel Magic has a chance to dispel any effect that remove curse can remove. The DC of this check is equal to the curse's DC. |
Area Dispel | N/A | Used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area. |
Counterspell | Work as a Counterspell except that you must succeed the dispel check | Same as dispel except you get a +4 bonus to the dispel check |
SpellCard by Anthony Coadic.
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Spell data adapted from the d20PFSRD spell database. Feats data adapted from the d20PFSRD feat database.