{ "PF2E": { "Action": { "ApplyEffect": "Apply Effect", "ExpandDescription": "Expand Description", "Range": { "IncrementN": "Range Increment {n} ft.", "MaxN": "Range {n} ft." }, "Use": "Use" }, "Actions": { "AdministerFirstAid": { "Description": "

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

Success If you're trying to stabilize, the target loses the dying condition (but remains @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious}). If you're trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.

Critical Failure If you were trying to stabilize, the target's dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.

", "Stabilize": { "Description": "

Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value).

Success The creature loses the dying condition (but remains unconscious).
Critical Failure The creature's dying value increases by 1.

", "DifficultyClass": { "Label": "Administer First Aid DC" }, "Notes": { "criticalFailure": "Critical Failure The creature's dying value increases by 1.", "success": "Success The creature loses the dying condition (but remains unconscious)." }, "Title": "Stabilize" }, "StopBleeding": { "Description": "

Attempt a Medicine check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed.

Success The creature benefits from an assisted recovery with the lowered DC for particularly appropriate help.
Critical Failure The creature immediately takes an amount of damage equal to its persistent bleed damage.

", "Notes": { "criticalFailure": "Critical Failure The creature immediately takes an amount of damage equal to its persistent bleed damage.", "success": "Success The creature benefits from an assisted recovery with the lowered DC for particularly appropriate help." }, "Title": "Stop Bleeding" }, "Title": "Administer First Aid", "Warning": { "TargetNotDying": "Targeted creature is not dying.", "UnknownVariant": "Unknown variant {variant} used for Administer First Aid, use one of {variants}." } }, "Aid": { "Description": "

You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.

When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.

Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.

Success You grant your ally a +1 circumstance bonus to the triggering check.

Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.

", "Notes": { "criticalFailure": "Your ally takes a –1 circumstance penalty to the triggering check.", "criticalSuccess": "You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.", "success": "You grant your ally a +1 circumstance bonus to the triggering check." }, "Title": "Aid", "Warning": { "NoStatistic": "The Aid action can be used with different statistics, and no statistic was specified." } }, "ArcaneSlam": { "Modifier": { "SizeDifference": "Size Difference" }, "Notes": { "NoTarget": "Size Difference You take a -2 circumstance penalty to your check if the target is one size larger than you and a -4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.", "criticalFailure": "Critical Failure The creature breaks free and is no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{restrained} by you.", "criticalSuccess": "Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}, becomes @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{dazzled} for 1 round, and takes damage equal to [[/r 2d6 + @abilities.str.mod # Damage: Arcane Slam]]{2d6 plus your Strength modifier}. The foe is no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{restrained} by you.", "failure": "Failure You are unable to slam the creature, but your hold on the creature remains.", "success": "Success You slam the foe down. The creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone} and takes damage equal to your [[/r @abilities.str.mod # Damage: Arcane Slam]]{Strength modifier}. The foe is no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{restrained} by you." }, "Title": "Arcane Slam" }, "ArrestAFall": { "Description": "

You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.

Success You take no damage from the fall.

", "Notes": { "success": "Success You take no damage from the fall." }, "Title": "Arrest A Fall" }, "AvertGaze": { "Description": "

You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.

", "Title": "Avert Gaze" }, "AvoidNotice": { "Description": "

You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

", "Notes": { "criticalSuccess": "Critical Success You're @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{undetected} by the creature during your movement and remain undetected by the creature at the end of it.

See the @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} action for details.", "success": "Success You're @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{undetected} by the creature during your movement and remain undetected by the creature at the end of it.

See the @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} action for details." }, "Title": "Avoid Notice" }, "Balance": { "Description": "

You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow surface or uneven ground.

Critical Success You move up to your Speed.
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall and your turn ends.

Sample Balance Tasks

Untrained tangled roots, uneven cobblestones

Trained wooden beam

Expert deep, loose gravel

Master tightrope, smooth sheet of ice

Legendary razor's edge, chunks of floor falling in midair

", "Notes": { "criticalFailure": "Critical Failure You fall and your turn ends.", "criticalSuccess": "Critical Success You move up to your Speed.", "failure": "Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.", "success": "Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement)." }, "Title": "Balance" }, "BonMot": { "Notes": { "criticalFailure": "Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. @UUID[Compendium.pf2e.feat-effects.Item.GoSls6SKCFmSoDxT]{Effect: Bon Mot}", "criticalSuccess": "Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. @UUID[Compendium.pf2e.feat-effects.Item.CtrZFI3RV0yPNzTv]{Effect: Bon Mot (Critical Success)}", "success": "Success The target is distracted and takes a -2 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. @UUID[Compendium.pf2e.feat-effects.Item.GoSls6SKCFmSoDxT]{Effect: Bon Mot}" }, "Title": "Bon Mot" }, "Burrow": { "Description": "

You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.

", "Title": "Burrow" }, "Climb": { "Description": "

Requirements You have two hands free.


You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You're @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{off-guard} while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.

Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}.

Sample Climb Tasks

Untrained ladder, steep slope, low-branched tree

Trained rigging, rope, typical tree

Expert wall with small handholds and footholds

Master ceiling with handholds and footholds, rock wall

Legendary smooth surface

", "Notes": { "criticalFailure": "Critical Failure You fall. If you began the climb on stable ground, you fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}.", "criticalSuccess": "Critical Success You move along the incline, increasing the maximum distance by 5 feet.", "success": "Success You move along the incline." }, "Title": "Climb" }, "Coerce": { "Description": "

With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions Appendix.

Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate - at least in the short term.
Success As critical success, but once the target becomes unfriendly, they might decide to act against you — for example, by reporting you to the authorities or assisting your enemies.
Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.

", "Notes": { "criticalFailure": "Critical Failure The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.", "criticalSuccess": "Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.", "failure": "Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.", "success": "Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies." }, "Title": "Coerce" }, "CommandAnAnimal": { "Description": "

You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.

", "Notes": { "criticalFailure": "Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.", "failure": "Failure The animal is hesitant or resistant, and it does nothing.", "success": "Success The animal does as you command on its next turn." }, "Title": "Command an Animal" }, "ConcealAnObject": { "Description": "

You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer's Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).

You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.

Success The object remains undetected.

Failure The searcher finds the object.

", "Notes": { "failure": "Failure The searcher finds the object.", "success": "Success The object remains undetected." }, "Title": "Conceal an Object" }, "CoverTracks": { "Description": "

You cover your tracks, moving up to half your travel Speed, using the @UUID[Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.YVLMgNxXTUQuDJgp]{Travel Speed} rules. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.

In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.

", "Title": "Cover Tracks" }, "Craft": { "Details": { "DaysForNoCost": "Days until no Additional Cost:", "Discount": "Discount Per Day:", "LostMaterials": "Lose {cost} of Materials", "PayFull": "Pay {cost} Full Costs and Craft", "PayMaterials": "Pay {cost} Material Costs and Craft", "ReceiveItem": "Receive Item" }, "Error": { "ItemReferenceMismatch": "Only accepts physical items for Craft from a compendium or the world's Item Directory." }, "Information": { "LoseMaterials": "{actorName} loses {cost} of materials.", "PayAndReceive": "{actorName} pays {cost} crafting costs and receives {quantity}x {itemName}.", "ReceiveItem": "{actorName} receives {quantity}x {itemName}." }, "Notes": { "criticalFailure": "Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.", "criticalSuccess": "Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.", "failure": "Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.", "success": "Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank." }, "SelectItemDialog": { "CancelButtonLabel": "Cancel", "CraftButtonLabel": "Craft", "DropItemZoneLabel": "Drag item here...", "Title": "Select item to Craft" }, "SelectSpellDialog": { "CraftButtonLabel": "Craft", "Title": "Select Spell" }, "Title": "Craft", "Warning": { "CantAddItem": "Could not add items", "InsufficientCoins": "Insufficient coins", "MissingItem": "Unable to Craft unknown item with ID {uuid}.", "NotPhysicalItem": "Specified item {item} is not a physical item." } }, "Crawl": { "Description": "

You move 5 feet by crawling and continue to stay prone.

", "Title": "Crawl" }, "CreateADiversion": { "DistractingWords": { "Title": "Create a Diversion - Distracting Words" }, "Gesture": { "Title": "Create a Diversion - Gesture" }, "Notes": { "failure": "Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.", "success": "Success You become @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} away.) This lasts until the end of your turn or until you do anything except Step or use the @UUID[Compendium.pf2e.actionspf2e.Item.XMcnh4cSI32tljXa]{Hide} or the @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} action of the Stealth skill. If you Strike a creature, the creature remains @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against that attack, and you then become @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed}. If you do anything else, you become @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed} just before you act unless the GM determines otherwise." }, "Title": "Create a Diversion", "Trick": { "Title": "Create a Diversion - Trick" }, "Warning": { "UnknownVariant": "Unknown variant {variant} used for Create a Diversion, use one of {variants}." } }, "CreateForgery": { "Description": "

You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.

If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting.

If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document.

An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery).

Success The observer does not detect the forgery.
Failure The observer knows your document is a forgery.

", "ForgedDocument": { "Description": "

An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a @Check[type:perception|dc:{societyDC}] or @Check[type:society|dc:{societyDC}] check against your Society DC (if they succeed, they know your document is a forgery).

", "FailureGmNote": "

The forgery has some obvious signs of being a fake, so the GM compares the result of {total} to each passive observer's Perception DC or Society DC, whichever is higher, using the success or failure results below. The same result is used against all passive observers' DCs no matter how many creatures passively observe that document.

\n

{success}

\n

{failure}

", "Name": "Forged Document", "SuccessGmNote": "

The forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a @Check[type:perception|dc:{societyDC}|showDC:gm] or @Check[type:society|dc:{societyDC}|showDC:gm] check against your Society DC can do so.

" }, "ForgedDocumentCreatedNotification": "A forged document has been added to {name}'s inventory.", "Notes": { "criticalFailure": "Failure The observer knows your document is a forgery.", "criticalSuccess": "Success The observer does not detect the forgery.", "failure": "Failure The observer knows your document is a forgery.", "success": "Success The observer does not detect the forgery." }, "Title": "Create Forgery", "UnspecificHandwriting": "Unspecific Handwriting" }, "DecipherWriting": { "Description": "

You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.

The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Critical Success You understand the true meaning of the text.

Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.

Failure You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.

Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.

Sample Decipher Tasks

Trained entry-level philosophy treatise

Expert complex code, such as a cipher

Master spymaster's code or advanced research notes

Legendary esoteric planar text written in metaphor by an ancient celestial

", "Notes": { "criticalFailure": "Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.", "criticalSuccess": "Critical Success You understand the true meaning of the text.", "failure": "Failure You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.", "success": "Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation." }, "Title": "Decipher Writing", "Warning": { "NoSkill": "The Decipher Writing action can be used with different skills, and no skill was specified. The skills used for Deciphering Writing and the types of texts they usually decipher are: Arcana for writing about magic or science, Occultism for esoteric texts about mysteries and philosophy, Religion for scripture, or Society for coded messages or archaic documents." } }, "Delay": { "Description": "

You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.

When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

", "Title": "Delay" }, "Demoralize": { "Description": "

With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

", "Notes": { "criticalSuccess": "Critical Success The target becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2}.", "success": "Success The target becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}." }, "Title": "Demoralize", "Unintelligible": "Unintelligible" }, "DisableDevice": { "Description": "

This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A thieves' toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.

Your Thievery check result determines your progress.

Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.

Success You disable the device, or you achieve one success toward disabling a device that requires more than one success.

Critical Failure You trigger the device.

", "Notes": { "criticalFailure": "Critical Failure You trigger the device.", "criticalSuccess": "Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.", "success": "Success You disable the device, or you achieve one success toward disabling a device that requires more than one success." }, "Title": "Disable Device" }, "Disarm": { "Notes": { "criticalFailure": "Critical Failure You lose your balance and become @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn.", "criticalSuccess": "Critical Success You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space.", "success": "Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
@UUID[Compendium.pf2e.equipment-effects.Item.z3ATL8DcRVrT0Uzt]{Effect: Disarm (Success)}" }, "Title": "Disarm" }, "Dismiss": { "Description": "

You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.

", "Title": "Dismiss" }, "DropProne": { "Description": "

You fall prone.

", "Title": "Drop Prone" }, "EarnIncome": { "Description": "

You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on the Income Earned table).

You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.

Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.

Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.

Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.

Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.

Sample Earn Income Tasks

These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.

Trained bartend, do legal research

Expert curate drink selection, present minor court cases

Master run a large brewery, present important court cases

Legendary run an international brewing franchise, present a case in Hell's courts

", "Notes": { "criticalFailure": "Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.", "criticalSuccess": "Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.", "failure": "Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.", "success": "Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank." }, "Title": "Earn Income" }, "EncouragingWords": { "BadArgs": "This action must be performed with exactly one character or NPC.", "Cancel": "Cancel", "ContentLabel1": "Diplomacy DC:", "ContentLabel2": "DC Modifier:", "ContentMain": "Select a target DC. Remember that you can't attempt a heal above your proficiency. Attempting to do so will downgrade the DC and amount healed to the highest you're capable of.", "ContentOption1": "Trained DC 15", "ContentOption2": "Expert DC 20, +5 Stamina", "ContentOption3": "Master DC 30, +15 Stamina", "ContentOption4": "Legendary DC 40, +25 Stamina", "CritFailure": "Critical Failure", "CritSuccess": "Critical Success", "Damage": "Damage", "Failure": "Failure", "NotTrained": "{name} is not trained in Diplomacy and doesn't know how to use Encouraging Words.", "Recovery": "Stamina Recovery", "StaminaNotEnabled": "The Stamina variant is not enabled.", "Success": "Success", "Title": "Encouraging Words" }, "EndCover": { "TowerShield": { "Description": "{actor} comes out from behind their {weapon}.", "Title": "End Cover" }, "ShortTitle": "End Cover", "Title": "End Cover" }, "Escape": { "Description": "

You attempt to escape from being @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}, @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized}, or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escape} DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).

Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.

Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.

Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.

", "Notes": { "criticalFailure": "Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.", "criticalSuccess": "Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.", "success": "Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target." }, "Title": "Escape" }, "Feint": { "Notes": { "criticalFailure": "Critical Failure Your feint backfires. You are @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against melee attacks the target attempts against you until the end of your next turn.", "criticalSuccess": "Critical Success You throw your enemy's defenses against you entirely off. The target is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against melee attacks that you attempt against it until the end of your next turn.", "success": "Success Your foe is fooled, but only momentarily. The target is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against the next melee attack that you attempt against it before the end of your current turn." }, "Title": "Feint" }, "Fly": { "Description": "

You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.

", "Title": "Fly" }, "ForceOpen": { "Description": "

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open.

Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and it gains the @UUID[Compendium.pf2e.conditionitems.Item.6dNUvdb1dhToNDj3]{broken} condition. If it's especially sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.

Sample Force Open Tasks

Untrained fabric, flimsy glass

Trained ice, sturdy glass

Expert flimsy wooden door, wooden portcullis

Master sturdy wooden door, iron portcullis, metal bar

Legendary stone or iron door

", "NoCrowbarPenalty": "No Crowbar", "Notes": { "criticalFailure": "Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a -2 circumstance penalty on future attempts to Force it Open.", "criticalSuccess": "Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.", "success": "Success You break the door, window, container, or gate open, and it gains the @UUID[Compendium.pf2e.conditionitems.Item.6dNUvdb1dhToNDj3]{broken} condition. If it's especially sturdy, the GM might have it take damage but not be broken." }, "Title": "Force Open" }, "GatherInformation": { "Notes": { "criticalFailure": "Critical Failure You collect incorrect information about the individual or topic.", "success": "Success You collect information about the individual or topic. The GM determines the specifics." }, "Title": "Gather Information" }, "GrabAnEdge": { "Description": "

When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.


Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.

Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.

Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take @Damage[10[bludgeoning]] damage from the impact for every 20 feet fallen.

", "Notes": { "criticalFailure": "Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take @Damage[10[bludgeoning]] damage from the impact for every 20 feet fallen.", "criticalSuccess": "Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.", "success": "Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check." }, "Title": "Grab An Edge" }, "Grapple": { "Notes": { "criticalFailure": "Critical Failure If you already had the opponent @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}, it breaks free. Your target can either grab you, as if it succeeded at using the @UUID[Compendium.pf2e.actionspf2e.Item.PMbdMWc2QroouFGD]{Grapple} action against you, or force you to fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", "criticalSuccess": "Critical Success Your opponent is @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} until the end of your next turn unless you move or your opponent @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes}.", "failure": "Failure You fail to grab your opponent. If you already had the opponent @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} using a Grapple, those conditions on that creature end.", "success": "Success Your opponent is @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} until the end of your next turn unless you move or your opponent @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes}." }, "Title": "Grapple" }, "Hide": { "Description": "

You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're observed by but that you have cover or greater cover against or are concealed} from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).

Success If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.

If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.

If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.

", "Notes": { "success": "Success If the creature could see you, you're now @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} from it instead of observed. If you were @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} from or @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected} by the creature, you retain that condition." }, "Title": "Hide" }, "HighJump": { "Description": "

You @UUID[Compendium.pf2e.actionspf2e.Item.Bcxarzksqt9ezrs6]{Stride}, then attempt a DC 30 Athletics check to jump vertically. If you didn't Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.

Critical Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 8 feet vertically and 10 feet horizontally.
Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 5 feet vertically and 5 feet horizontally.
Failure You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally.
Critical Failure You fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone} in your space.

", "Notes": { "criticalFailure": "Critical Failure You fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} in your space.", "criticalSuccess": "Critical Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 8 feet vertically and 10 feet horizontally.", "failure": "Failure You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally.", "success": "Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 5 feet vertically and 5 feet horizontally." }, "Title": "High Jump" }, "IdentifyMagic": { "Description": "

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.

Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.

Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.

Failure You fail to identify the magic and can't try again for 1 day.

Critical Failure You misidentify the magic as something else of the GM's choice.

", "Notes": { "criticalFailure": "Critical Failure You misidentify the magic as something else of the GM's choice.", "criticalSuccess": "Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.", "failure": "Failure You fail to identify the magic and can't try again for 1 day.", "success": "Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success." }, "Title": "Identify Magic" }, "Impersonate": { "Notes": { "criticalFailure": "Critical Failure The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.", "failure": "Failure The creature can tell you're not who you claim to be.", "success": "Success You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes." }, "Title": "Impersonate" }, "Interact": { "Description": "

You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.

", "Draw1H": { "Description": "{actor} draws their {weapon}.", "Title": "Draw (1H)" }, "Draw2H": { "Description": "{actor} draws their {weapon}.", "Title": "Draw (2H)" }, "Grip": { "Description": "{actor} grips their {weapon} with two hands.", "Title": "Change Grip (2H)" }, "Modular": { "Description": "{actor} adjusts their {weapon} to deal {damageType} damage.", "Title": "Modular" }, "Parenthetical": "Interact {purpose}", "PickUp1H": { "Description": "{actor} picks up {weapon} from the ground.", "Title": "Pick Up (1H)" }, "PickUp2H": { "Description": "{actor} picks up {weapon} from the ground.", "Title": "Pick Up (2H)" }, "Retrieve1H": { "Description": "{actor} retrieves their {weapon}.", "Title": "Retrieve (1H)" }, "Retrieve2H": { "Description": "{actor} retrieves their {weapon}.", "Title": "Retrieve (1H)" }, "Sheathe": { "Description": "{actor} sheathes their {weapon}.", "Title": "Sheathe" }, "Title": "Interact" }, "Leap": { "Description": "

You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a @UUID[Compendium.pf2e.actionspf2e.Item.2HJ4yuEFY1Cast4h]{High Jump} or @UUID[Compendium.pf2e.actionspf2e.Item.JUvAvruz7yRQXfz2]{Long Jump}.

", "Title": "Leap" }, "LearnASpell": { "Description": "

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.

To learn the spell, you must do the following: