source: Pathfinder Core Rulebook (Second Edition)

Found 1515 matches

Swim
Move

You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

  • Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
  • Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
  • Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
Administer First Aid
Manipulate

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.

  • Stabilize 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).
  • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.

  • Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.

  • Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
Command an Animal
Auditory Concentrate

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 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.
Inspire Courage bard Cantrip Composition Emotion Enchantment mental
Type: Cantrip Level: 1 Traditions: None Action: 1 Cost: None requirements: None Trigger: None Components: verbal Range: None Area: 60-foot emanation
Lingering Composition Uncommon bard Enchantment
Type: Focus Level: 1 Traditions: None Action: free Cost: None requirements: None Trigger: None Components: verbal Range: None
Loremaster's Etude Uncommon bard divination fortune
Type: Focus Level: 1 Traditions: None Action: free Cost: None requirements: None Trigger: You or an ally within range attempts a skill check to Recall Knowledge Components: somatic Range: 30 feet
Inspire Defense bard Cantrip Composition Emotion Enchantment mental
Type: Cantrip Level: 2 Traditions: None Action: 1 Cost: None requirements: None Trigger: None Components: verbal Range: None Area: 60-foot emanation
Triple Time bard Cantrip Composition Emotion Enchantment mental
Type: Cantrip Level: 2 Traditions: None Action: 1 Cost: None requirements: None Trigger: None Components: somatic Range: None Area: 60-foot emanation
Dirge of Doom Uncommon bard Cantrip Composition Emotion Enchantment Fear mental
Type: Cantrip Level: 3 Traditions: None Action: 1 Cost: None requirements: None Trigger: None Components: verbal Range: None Area: 30-foot emanation
Inspire Heroics Uncommon bard Enchantment
Type: Focus Level: 4 Traditions: None Action: free Cost: None requirements: None Trigger: None Components: verbal Range: None