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Dayna Pathfinder PC Cheat Sheet
Dayna Pathfinder PC Cheat Sheet
Dayna Pathfinder PC Cheat Sheet
No Buff/Fortune
No Damage
Yes 1x Damage
Damage/Forced
Yes 1x Movement
Damage/Forced
No Movement/Area
Yes 1x Debuff
No Debuff/Reaction
No Protection
No Utility/Knowledge
No Buff/Fortune
yes 2x Damage
yes 1x Damage/Area
No Damage/Debuff
No Debuff/Utility
No Damage/Area
No Damage/Area
No Damage/Debuff
No Damage/Debuff
No Debuff
No Utility/Exploration
Spell Name
True Strike
Magic Missile
Shocking Grasp
Hydraulic Push
Pummeling
Rubble
Befuddle
Schadenfreude
Mage Armor
Pocket Library
Lucky Number
Scotching Ray
Animated
Assault
Heat Metal
Dispel Magic
Fireball
Lightning Bolt
Curse of Lost
Time
Impending
Doom
Day's Weight
Safe Passage
Use Case
Use to roll 2 d20 and pick best when you cast attack spell. Use
before targeting to increase chances of critical hit or if you need to
hit the enemy. This is really good for blasters
High single target dmg, touch range but can be expanded with
reach metamagic, heighten increases damage, get bonus when
target is wearing metal and takes persistent dmg
Target 1 creature father away, deals dmg and push's them back
Target creatures in cone in front of you and push back. Use on less
agile enemies
Curses 1 Target for a round. Makes them easier to hit and lowers
thier saves. If they crit fail they may attack thier allies. Use on low
will enemies
When you critical fail a saving throw from an enemy, curse that
enemy, use on low will enemies
Gives you better armor, last whole day, cast at the beginning of
everyday
Attack fire spell that can target multiple creatures based on actions
spent.
Large Area of effect Fire damage spell, really long range. Best used
on non-agile enemies. Great for nuking marketplaces from afar
High dmg line spell, long range. Best used on non-agile enemies
Curse creature or object with age debuff. Touch range but can be
expanded with Reach metamagic. Does different things depending
if target is construct, living creature or object. Best used on weak
body enemies
Curse a target, takes a long time to work so bested used at start of
combat on enemies that will be around for a bit. Can frighten,
stun, flatfoot, paralyze and dmg target. Best used on weak will
enemies
As many
1 X-XXX N/A as missiles 120 ft
you have
1 XX Attack 1 Touch
1 XX Spell Attack 1 60 ft
2 XX Reflex Save 1 30 ft
2 XX N/A 1 120 ft
500ft
3 XX Basic Reflex Save Area 20 ft burst
10-foot-wide,
10-foot-tall, 60-
3 XX N/A Area foot-long
section of
terrain
Damage Duration
2d12 electric
increases if heightened N/A
3d6 bludgeoning
increases if heightened N/A
N/A 1 round
N/A 24 hours
Until next
N/A preparations
4d12 N/A
increases if heightened
N/A Depends
N/A Sustained
Effect
A glimpse into the future ensures your next blow strikes true. The next time you make an attack ro
the better result. The attack ignores circumstance penalties to the attack roll and any flat check req
You send a dart of force streaking toward a creature that you can see. It automatically hits and dea
when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three m
individually. If you shoot more than one missile at the same target, combine the damage before ap
weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each action you spend.
You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the
If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your
persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persis
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. M
Critical Success The target takes double damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning dama
a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet away from you.
Critical Failure The creature takes double damage and is pushed 10 feet away from you.
You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They m
Critical Success The creature is unaffected.
Success The creature is distracted by its amusement and takes a –1 status penalty on Perception ch
Failure The creature is overcome by its amusement and is stupefied 1 for 1 round.
Critical Failure The creature is lost in its amusement and is stupefied 2 for 1 round and stunned 1.
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum
use your unarmored proficiency to calculate your AC.
During the duration of this spell, you can call forth a tome from the extrad
Knowledge check using your chosen skill. This is part of the action to Recall K
The tome appears in your hand, open to an appropriate page. This grants yo
check. If you roll a critical failure on this check, you get a failure instead. If th
you gain additional information or context about the creature. Once you re
spell ends.
Heightened (3rd) The status bonus increases to +2 and you can reference yo
Heightened (6th) The status bonus increases to +3 you can reference your p
Heightened (9th) The status bonus increases to +4 and you can reference y
ends.
When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; o
temporarily immune to lucky number until the next time you make your daily preparations.
That's My Number! (divination, fortune) Trigger You roll your lucky number as your d20 result on a
You call upon the fortune stored within your lucky number and reroll the triggering check. Howeve
the same number again, you critically fail, regardless of what degree of success you ordinarily woul
You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the targ
takes double damage.
For each additional action you use when Casting the Spell, you can fire an additional ray at a differe
different targets for 3 actions. These attacks each increase your multiple attack penalty, but you do
make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the
deals double damage on a critical hit.
Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for
You use your mind to manipulate unattended objects in the area, temporarily animating them to att
nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Re
round you Sustain the Spell, you deal 1d10 bludgeoning damage (basic Reflex save) to each creatur
Heightened (+2) The initial damage increases by 2d10 and the subsequent damage increases by 1d
This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an
though the GM might rule that flammable materials connected to the object catch fire or melt. If yo
target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire d
throw.
If you target an item held by the creature, the creature can Release the item to improve their degre
throw. The persistent damage is associated with the object and damages whichever creature is hol
item, but you continue to attempt flat checks to end the persistent damage as normal, since the ite
A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.
Heightened (+1) The damage increases by 2d6.
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.
Heightened (+1) The damage increases by 1d12.
You mimic the process of aging or erosion on the target. The effect depends on whether the target
objects and constructs made of precious materials, as determined by the GM, are immune.
Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the const
the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critic
Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune.
Critical Success The living creature is unaffected.
Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round.
Failure As success, with a duration of 1 hour.
Critical Failure As success, with an unlimited duration.
Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the ob
damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the c
and the curse attempts to counteract any spell that would restore the object's Hit Points. Remove c
You sift through myriad potential futures, seize upon one potential moment in which the target me
a vision of its impending demise. The intense mental vision grows more and more terrifying to the
reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the e
target witnesses its death and takes 6d6 mental damage.
You fast-forward time for a single creature, burdening it with the aches and pain of an entire day an
attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is fatigued and enfeebled 1 for 1 round.
Failure The target is fatigued and enfeebled 1 for the duration.
Critical Failure The target is fatigued and enfeebled 2 for the duration. The fatigued condition does
removed with a night's rest or by similar means).
You repel dangers from all around you, making passage through the chosen area safe for a brief am
following benefits against harmful effects of the terrain and environment, including environmental
spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage f
in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing,
structure of its type.
Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain,
the like, nor does it protect against creatures within the spell's area.
Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.
Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.
Category Spell Name Use Case
1 30 ft N/A 1 round
Effect
You glimpse into the target's future. Roll a d20; when the target
attempts a non-secret saving throw or skill check, it can use the
number you rolled instead of rolling, and the spell ends.
Alternatively, you can instead reveal the result of the die roll for
one of the target's secret checks during the duration, and the
spell ends. Casting it again ends any active diviner's sight you have
cast, as well as any active diviner's sight on the target.
None 0 XX
1 1 X
2 2 XX
more if heighted
2 2 XX
more if heighted
2 2 XX
more if heighted
Once a Day
Can use twice but 1 X-XXX
might break
Saving
Throw/Attack Targets Range
N/A 1 30 ft
N/A Self N/A
N/A N/A
N/A 1 hour
N/A 1 hour
N/A 10 minutes
Investigator Buff/Fortune
Investigator Utility/Knowledge
Investigator Utility/Knowledge
Kenku Buff/Debuff/Fortune
Kenku Buff/Fortune
Wizard Buff/Magic
Wizard Utility/Magic
Wizard Utility/Magic
Kenku Utility/Vision
Investigator Utility/Exploration
Kenku Damage/Weapon
Action Name
Investigator's Stratagem
Keen Recolection
That's Odd
Assured Identification
Dubious Knowledge
Eat Fortune
Squawk!
Reach Spell
Spell Substitution
Bend Time
Jinxed Tengu
Low-Light Vision
Pursue a Lead
Sharp Beak
Use Case
X N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
X N/A
Reaction N/A
Reaction N/A
x N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
Targets Range
Self N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
1 30 ft
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
Damage Duration
N/A 1 Round
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A N/A
N/A 10 min
N/A N/A
N/A N/A
N/A N/A
N/A N/A
1d6 N/A
Effect
You assess a foe's weaknesses in combat and use them to formulate a plan o
you can see and roll a d20. If you Strike the chosen creature later this round,
Devise a Stratagem for your Strike's attack roll instead of rolling. You make th
against the creature this round, not any subs
When you enter a new location, such as a room or corridor, you immediate
determines what it is, or whether there's nothing reasonable to pick up, sk
without a check or specifically looking for them. You learn only that an a
suspicious. For example, if you entered a study with a large bloodstain o
suspicious it's evident to you already, so the GM might note that there's s
instead. You would then need to investigate the drawer further to find out w
doesn't reveal whether creatures are s
You don't typically get any benefit when you leave and come back to a place
and time has passed, the GM might determi
You examine a magic item you normally couldn’t use in an effort to fool it and
allow a fighter to cast a spell from a wand or allow a wizard to cast a spell
must know what activating the item does, or you ca
Attempt a check using the skill matching the item’s magic tradition, or mat
you’re trying to cast a spell from the item. The relevant skills are Arcana for
Religion for divine, or any of the four for an item that has the magical trait a
DC based on the item’s level (possibly adjusted dependin
If you activate a magic item that requires a spell attack roll or spell DC and
relevant tradition, use your level as your proficiency bonus and the highe
modifiers. If you’re a master in the appropriate skill for the item’s tradition,
and if you’re legendary, you instead use the expe
Success For the rest of the current turn, you can spend actions to activa
Failure You can’t use the item or try to trick it again this turn, but y
Critical Failure You can’t use the item, and you can’t try to trick it ag
You can extend the range of your spells. If the next action you use i
that spell’s range by 30 feet. As is standard for increasing spell ranges
you extend its range to 30 fe
You expend the power stored in your bonded item, as long as the item is o
ability to cast one spell you prepared today and already cast, without spend
meet the spell's other requireme
You don’t accept the fact that once spells are prepared, they can’t be chan
have uncovered a shortcut allowing you to substitute new spells for those yo
to empty one of your prepared spell slots and prepare a different spell from y
during such a swap, the original spell remains prepared and can still be cast.
you must start the process over a
Your turn begins; Effect You are quickened this turn. You c
Your lineage has been exposed to curse after curse, and now, they slide off y
throw against a curse or misfortune effect, you get a critical success instead
attempt a DC 17 flat check. On a success, reduce the value of the d
You can see in dim light as though it were bright light, and you ignore
You spend 1 minute examining the details of one potential clue, designating
your active investigation. This subject is typically a single creature, item, or
the GM might allow a different scope for your investigation. You don't need
subject, but you do need to be aware of its existence. For instance, finding a
that left it, and seeing a hasty sketch of an item or location can be enoug
You can maintain two active investigations at a time. If you Pursue another
from any of your current investigations (or rather, they must be different as
subject of your choice. Once you've given up pursuit of a subject, you can't P
you make your daily preparatio
With your sharp beak, you are never without a weapon. You have a beak un
Your beak is in the brawling weapon group and has the