Actions: A

17 actions, from Accidental Shot to Avoid Notice.

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Accidental Shot · Act Together · Activate an Item · Administer · Administer First Aid · Affix a Fulu · Affix a Talisman · Aid · Amulet's Abeyance · Anadi Venom · Approach Sokaek · Arcane Cascade · Arrest a Fall · Attack of Opportunity · Automaton Aim · Avert Gaze · Avoid Notice

Accidental Shot [>>]

fortune 

Archetype Unexpected Sharpshooter

Frequency once per day

You make a Strike with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.

Guns & Gears, page 142.

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Act Together [>] to [>>>]

summoner tandem 

Class Summoner

Frequency once per round

You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.

For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).

Secrets of Magic, page 53.

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Activate an Item

Requirements You can Activate an Item with the invested trait only if it's invested by you. If the item requires you to Interact with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item).

You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block.

Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, "Activate [R] command."

Long Activation Times Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the exploration trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar).

Activation Components Each activation entry lists any components involved in the activation after the action icons or text, such as "[>] command." The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item.

Core Rulebook, page 532.

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Administer

concentrate downtime linguistic mental 

You spend the day attending to administrative needs related to running Trairaes. The Administer activity can be used to undo poor public relations from the use of Deception or Intimidation to Organize Labor, but it is also used to maintain relations with groups you make contact with over the course of the Age of Ashes campaign.

Only one person can attempt to Administer per day (though others can Aid), and once the castle has been Administered, no one else can Administer until after the interval specified in the result. However, the GM might allow exceptions to this if, for instance, the group is about to go on an adventure and wants to make sure the citadel runs smoothly while they're gone.

If you perform downtime activities involving Trairaes when it's not successfully Administered, you take a –4 circumstance penalty to your checks.

Administering requires a successful DC 20 Society check (although for special actions later in the Adventure Path, this DC may change). You can pay a seneschal (see Hired Help) to attend to Trairaes's administrative needs. As long as the seneschal is paid, the weekly requirement to Administer is automatically a success (but never a critical success).

Critical Success You facilitate the prosperity of the citadel. The citadel functions smoothly for 1 month. In addition, during this time you gain a +2 circumstance bonus to all checks to Organize Labor.Success Trairaes functions smoothly for 1 week.Failure Trairaes is not Administered, but you can try again the next day.Critical Failure Trairaes is not Administered. Botched relations and flared tempers among certain citizens in Reisuk prevent you from attempting to Administer again for 1 week.

Age of Ashes #2: Cult of Cinders, page 72.

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Administer First Aid [>>]

manipulate 

Skill Medicine (untrained)

Requirements You are holding healer's tools, or you are wearing them and have a hand free.

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 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.

Core Rulebook, page 248.

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Affix a Fulu [>]

manipulate 

You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action.

Secrets of Magic, page 158.

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Affix a Talisman

exploration manipulate 

Requirements You must use a repair kit.

You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair kit with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again.

Core Rulebook, page 565.

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Aid [R]

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 (see below).

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.

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.

Core Rulebook, page 470.

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Amulet's Abeyance [R]

abjuration magical manipulate thaumaturge 

Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.

Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability.

You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.

Dark Archive, page 36.

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Anadi Venom [>]

Ancestry Anadi; Heritage Venomous

Frequency a number of times per day equal to your level

You envenom your fangs. If the next fangs Strike you make before the end of your turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to 2d6.

LOME, page 103.

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Approach Sokaek

concentrate exploration move 

Once the PCs have Tracked Sokaek, they begin intermittently sighting him atop distant hills, hear his bellowing calls, or sense other signs that he's near. The camel is remarkably cunning and stealthy, able to exploit heat shimmers to hide his movements, predict hunters' next steps, and make exceptional use of the terrain. All the while, his path leads the PCs farther into the foothills of the Brazen Peaks.

An attempt to Approach Sokaek is a slow and deliberate activity that takes 1 hour to perform, during which each PC attempts a skill check chosen from the following options: Acrobatics or Athletics DC 37 (to approach quickly via a shortcut), Deception DC 38 (to trick Sokaek into evading pursuit in the wrong direction), Nature DC 35 (to keep Sokaek calm and appear non-threatening), Performance DC 34 (to intrigue Sokaek with calming music), or Stealth DC 36 (to approach undetected). Lore skills can be substituted for any of these skills, reducing the DC by 2.

To reach Sokaek, the party must successfully Approach four times. Critical successes count as two successes, and critical failures negate one success. If this reduces the total to two or fewer, Sokaek runs off and the PCs must Scout for his location all over again.

Age of Ashes #5: Against the Scarlet Triad, page 36.

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Arcane Cascade [>]

concentrate magus stance 

Class Magus

Requirements You used your most recent action to Cast a Spell or make a Spellstrike.

You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.

Secrets of Magic, page 38.

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Arrest a Fall [R]

Trigger You fall.

Requirements You have a fly Speed.

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

Success You fall gently, taking no damage from the fall.

Core Rulebook, page 472.

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Attack of Opportunity [R]

Class Fighter

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.

Core Rulebook, page 474.

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Automaton Aim [>]

Ancestry Automaton; Heritage Sharpshooter Automaton

You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn.

Guns & Gears, page 39.

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Avert Gaze [>]

You avert your gaze from danger. 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.

Core Rulebook, page 472.

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Avoid Notice

exploration 

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).

Core Rulebook, page 479.

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