On this page, you will find quick help for actions, combat, poison and so on, in Pathfinder 1.

Combat
  • Combat Maneuver
  • Combat Maneuver
    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
  • Attack of Opportunity
    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
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
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
Spell mode Dispel Magic Greater Dispel Magic
Targeted Dispel One object, creature, or spell is the target of the dispel magic spell :
  • A creature : compare your result against each spell DC starting by the higher to the lowest until one is dispelled
  • A spell : You must name the specific spell effect to be targeted in this way. If you fail no other spells are affected
  • An object : If you succeed, all the item's magical properties are suppressed for 1d4 rounds
  • If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned), you make a dispel check to end the spell that conjured the object or creature.
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.