Show Menu
Cheatography

Character reference sheet

This is a draft cheat sheet. It is a work in progress and is not finished yet.

SWA­SHB­UCK­LER'S STYLE: FENCER

PANACHE
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform specta­cular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You gain panache by succes­sfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashb­uck­ler's style.
Gaining Panache
TUMBLE THROUGH (and similar actions)
FEINT
CREATE A DIVERSION
While you have Panache...
+10-foot status bonus to your Speeds, including Climb. (Vivacious Speed)
+1 circum­stance bonus to Tumble Through
+1 circum­stance bonus to Feint
Precise Strike adds precision damage
Finishers can only be used while you have panache and cause you to lose your panache

PRECISE STRIKE

STRIKE
You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal additional X precision damage. If the strike is part of a finisher, the additional damage is Xd6 precision damage instead.

CONF­IDENT FINISHER

FINISHER
You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Failure Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage (Precise Finisher). This damage type is that of the weapon or unarmed attack you used for the Strike.

TUMBLE THROUGH

MOVE
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the approp­riate enviro­nment.
 Success You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure.
 Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Tumble Behind
Your tumbling catches your foe off guard. When you Tumble Through succes­sfully, that foe is flat-f­ooted against the next attack you make before the end of your turn.

TUMBLING STRIKE

FLOURISH | MOVE
Requir­ements You are adjacent to an enemy.
Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.
 Success You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through.
 Critical Success The enemy is flat-f­ooted against your Strike.
 Failure You remain in your original space but can still Strike.
 Critical Failure No effect.
Flourish
Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

FEINT

MENTAL
Requir­ements You are within melee reach of the target you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target’s Perception DC.
 Success Your foe is fooled, but only moment­arily. The target is flat-f­ooted against the next melee attack that you attempt against it before the end of your current turn.
 Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-f­ooted against melee attacks that you attempt against it until the end of your next turn.
 Critical Failure Your feint backfires. You are flat-f­ooted against melee attacks the target attempts against you until the end of your next turn.
Dueling Cape
You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circum­stance bonus to AC and to Deception checks to Feint until the start of your next turn.

INTERACT

MANIPULATE
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was succes­sful.
 

CREATE A DIVERSION

MENTAL
With a gesture, a trick, or some distra­cting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distra­cting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circum­stance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
 Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away, as described on page 252.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill (pages 251 and 252). If you Strike a creature, the creature remains flat-f­ooted 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.
 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.
Hidden
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-f­ooted to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

OPPO­RTUNE RIPOSTE

Trigger A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.

ATTACK OF OPPORT­UNITY

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature.
If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.
This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

NIMBLE DODGE

Trigger A creature targets you with an attack and you can see the attacker.
Requir­ements You are not encumb­ered.
You deftly dodge out of the way, gaining a +2 circum­stance bonus to AC against the triggering attack.

DODGE AWAY

Trigger You are the target of a melee attack.
Requir­ements You're aware of the attack and aren't flat-f­ooted.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circum­stance bonus to AC against the triggering attack.
If the attack misses you, you can Step after the Strike.
If you're a master in Acroba­tics, you can move 10 feet on this Step instead of 5 feet.

ACROBATICS

CONTOR­TIONIST
You can squeeze out of tight situations surpri­singly quickly, gaining an advantage against foes that try to pin you down.
You can Squeeze at full Speed.
Whenever you succes­sfully Escape using Acroba­tics, the creature you Escaped from is flat-f­ooted against the next attack you make against it before the end of your next turn.

ESCAPE

ATTACK
You attempt to escape from being grabbed, immobi­lized, or 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 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).
 Success You get free and remove the grabbed, immobi­lized, and restrained conditions imposed by your chosen target.
 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.
 Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.

SQUE­EZE

EXPLOR­ATION| MOVE
You contort yourself to squeeze through a space so small you can barely fit through. This action is for except­ionally small spaces; many tight spaces are difficult terrain (page 475) that you can move through more quickly and without a check.
 Success You squeeze through in 1 minute per 5 feet.
 Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
 Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
Sample Squeeze Tasks
Trained space barely fitting your shoulders
Master space barely fitting your head
 

ACTIONS

1 ACTION
2 ACTION
3 ACTION
REACTION

BON MOT

AUDITORY | CONCEN­TRATE | EMOTION | GENERAL | LINGUISTIC | MENTAL | SKILL
You launch an insightful quip at a foe, distra­cting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
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.
Critical Success The penalty is -3.
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.

ONE FOR ALL

AUDITORY | CONCEN­TRATE | EMOTION | LINGUISTIC | MENTAL
With precisely the right words of encour­age­ment, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient prepar­ation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check.

AID

Trigger An ally is about to use an action that requires a skill check or attack roll.
Requir­ements The ally is willing to accept your aid, and you have prepared to help.
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 20, 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.
Success You grant your ally a +1 circum­stance bonus to the triggering check.
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.
Critical Failure Your ally takes a –1 circum­stance penalty to the triggering check.

COND­ITI­ONS

HIDDEN
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-f­ooted to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.
FLAT-F­OOTED
You’re distracted or otherwise unable to focus your full attention on defense. You take a -2 circum­stance penalty to AC. Some effects give you the flat-f­ooted condition only to certain creatures or against certain attacks. Others­--e­spe­cially condit­ion­s--can make you univer­sally flatfooted against everyt­hing. If a rule doesn’t specify that the condition applies only to certain circum­sta­nces, it applies to all of them; for example, many effects simply say “The target is flat-f­ooted.”

FALLING

Land on Your Feet
When you fall, you take only half the normal damage and don't land prone.
Cat Fall
Treat falls as 10 feet shorter.
Expert in Acrobatics = 25 feet shorter.
Master in Acrobatics = 50 feet shorter.
Legendary in Acrobatics = you always land on your feet and don’t take damage, regardless of the distance of the fall.

CRITICAL HITS

You've dedicated yourself to learning the intric­acies of your weapons. You gain access to the critical specia­liz­ation effects of all weapons for which you have expert profic­iency.
RAPIER
Critical Specia­liz­ation The target is made off-ba­lance by your attack, becoming flat-f­ooted until the start of your next turn.
HAND CROSSBOW
Critical Specia­liz­ation If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile.
The target is immobile and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free before it can move from its space.
The creature doesn’t become stuck if it’s incorp­oreal, liquid (like a water elemental or some oozes), or could otherwise escape without effort.