18 actions, from Balance to Burrow.
Balance · Barbed Quills · Base Kinesis · Befriend a Local · Blend In · Board · Borrow an Arcane Spell · Break Them Down · Breaking and Entering · Breaking the Chains · Bribe Contact · Build Connections · Build Infirmary · Build Library · Build Training Facility · Build Workshop (Crafting) · Bullying Press · Burrow
Skill Acrobatics (untrained)
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed 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.Core Rulebook, page 240.
Ancestry Shisk; Heritage Quillcoat
Frequency once per day
Trigger You are hit with an unarmed strike or a strike with a non-reach melee weapon.
You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes 1d4 persistent bleed damage as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8 and the persistent piercing damage increases by 1.
LOME, page 123.
It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.
Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Rage of Elements, page 16.
Befriend a Local
You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a Diplomacy check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a Crafting check to make friends. Or if you seek to befriend an herbalist, you could attempt a Medicine check or a Nature check. As you interact with an NPC, you might discover other personality traits that suggest other skill check options—for example, after a few days of chatting with a local hunter you might learn that they have a deep appreciation of music, allowing you to attempt a Performance check to befriend them. If you elect to attempt a skill check other than Diplomacy, your GM will decide if the check you chose is applicable—if not, the outcome of your check is one degree of success worse. Regardless of the skill you choose, the DC is 20.
Critical Success You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is not a merchant, their friendship instead grants you a +1 circumstance bonus to Diplomacy checks you attempt as part of downtime activities in Reisuk, as long as they favor you. These benefits are permanent, as long as you don't take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC's favor in this way, the GM might decide the NPC helps you in other ways as well.Success Per critical success, except the NPC's favor lasts for a number of weeks equal to your Charisma modifier (minimum of 1 week).Failure The NPC does not favor you.Critical Failure The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5.Age of Ashes Player’s Guide, page 9.
Blend In
Overcome DC 35 Deception, DC 37 Society, DC 35 Stealth
Sometimes the best option for crossing a crowded party is to act natural and join the crowd.
If a PC successfully Blends In, roll a secret DC 34 Perception check for them to notice that something seems off about one of the guests. On a success, inform them about the Dispel a Disguise Opportunity.
Variant Rule Vehicles
Requirements You are adjacent to a point of entry on the vehicle you are attempting to board.
You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful Acrobatics or Athletics check with a DC equal to the vehicle's AC.
Gamemastery Guide, page 175.
Borrow an Arcane Spell
Skill Arcana (trained)
If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than Learning the Spell.
Success You prepare the borrowed spell as part of your normal spell preparation.Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to prepare this spell until the next time you prepare spells.Core Rulebook, page 241.
Class Gunslinger; Subclass Triggerbrand
Your foes are but dross from which you carve and shoot your legend. Make a melee Strike and then a ranged Strike with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee Strike hits, you gain a +1 circumstance bonus to the attack roll with the ranged Strike. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both Strikes hit, you deal an additional 2d6 persistent bleed damage to the enemy, and they're dazzled until this persistent bleed damage ends.
LOIL, page 108.
Breaking and Entering
Overcome DC 37 Acrobatics, DC 35 Athletics, DC 35 Nature, DC 35 Stealth, DC 35 Thievery
The PCs scale the walls, calm the guard dogs, hide from guards, and unlock gates.
Special If a PC successfully Breaks and Enters, they can attempt a DC 35 Perception check to notice a set of keys carried by a guard or resting in a somewhat hard-to-reach area, allowing for that PC to take the Steal Keys Opportunity.
Breaking the Chains
Overcome 2 successes; DC 37 Athletics, DC 33 Thievery
Requirements The PCs have overcome the other three Obstacles for this phase.
The captives are sealed behind bars and chained to the walls. The PCs undo these bindings as quietly as possible. Once the PCs defeat this Obstacle, they have freed Tegarn and one of her assistants and can begin Phase 4: Extraction. See the That's Not Everyone Complication for more options.
Bribe Contact
Variant Rule Infiltration
Cost A bribe worth at least one-tenth of the Currency per Additional PC listed on Table 10–9: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check.
Requirements You've successfully Gained a Contact
You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check.
Success The contact accepts the bribe and you gain 1 EP.Failure You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.Critical Failure As failure, but adding 2 AP to the infiltration.Gamemastery Guide, page 163.
Build Connections
You dedicate a day to making friends in high places, typically by inviting yourself to parties, performing small favors to be repaid later, and generally projecting an aura of confidence and capability. Attempt a DC 36 Crafting, Diplomacy, Performance, or appropriate Lore check. The result determines the impact of your efforts. If you have the Connections skill feat and roll a success, you get a critical success instead.
Critical Success For 1 month, you gain a +1 circumstance bonus to your skill checks to pursue the downtime activities listed here. You also earn a single favor that you can call in when you or an ally you're working with attempts a skill check for one of these downtime actions. That creature can roll twice and use the better result, after which the favor is considered repaid; calling in the favor is a fortune effect.Success For 1 week, you gain a +1 circumstance bonus to your skill checks for the downtime activities listed here.Critical Failure A faux pas embarrasses you, and rumors recount the incident widely. For 3 days, you take a –1 circumstance penalty to skill checks for the downtime activities listed here.Build Infirmary
Requirements Crafting (master), Medicine (master), or hired medic; organized specialists
Choose a single room in Trairaes to serve as a dedicated infirmary. Once complete, the infirmary fulfills the healer's tools requirement for Medicine skill actions and grants a +2 circumstance bonus to Medicine checks made on site. This upgrade requires 20 days of work and a DC 25 Crafting or Medicine check.
Age of Ashes #2: Cult of Cinders, page 73.
Build Library
Requirements Crafting (master), any Lore (master), or hired bookmaker; organized specialists
Pick a single room in Trairaes to serve as a library. Once complete, the library grants a +2 circumstance bonus to skill checks made to Borrow an Arcane Spell, Create Forgery, Decipher Writing, Identify Alchemy, Identify Magic, Learn a Spell, or Recall Knowledge as long as the PC performing the action is on site. This upgrade takes 20 days of work and a DC 25 Crafting or Lore check.
Age of Ashes #2: Cult of Cinders, page 73.
Build Training Facility
Requirements expert in the skill listed below or hired trainer; organized specialists
Pick a room in Trairaes to serve as a training area for a single character class (you can have multiple training facilities, with each one devoted to a different class). Once complete, the training facility fills the role of a teacher when using the Retrain downtime activity for the chosen class, and reduces the time required to retrain a feat or skill increase by 2 days and the time required to retrain a class feature by 1 week. This upgrade takes 40 days of work.
Building the facility requires a DC 25 skill check using a skill depending on the class in question, as listed below. If a class lists multiple skills, the PC can choose whichever one they like (but they must be an expert in the chosen skill, as noted in the Requirements entry above).
Alchemist Crafting
Barbarian Athletics
Bard Occultism or Performance
Champion Religion
Cleric Religion
Druid Nature
Fighter Acrobatics or Athletics
Monk Acrobatics or Athletics
Ranger Athletics, Nature, or Survival
Rogue Acrobatics or Thievery
Sorcerer Arcana, Nature, Occultism, or Religion
Wizard Arcana
Age of Ashes #2: Cult of Cinders, page 73.
Build Workshop (Crafting)
Requirements Crafting (master), Specialty Crafting (any), or any hired specialist; organized specialists
Pick a room in Trairaes to serve as a crafting area for a specific Crafting skill chosen from one of the crafting specialties listed under the Specialty Crafting feat. You can have multiple workshops, each devoted to its own skill. Use of a workshop grants a +1 circumstance bonus to Crafting checks, or a +3 circumstance bonus to Crafting skill checks associated with that workshop's specialty. This upgrade takes 20 days of work to complete and a DC 25 Crafting check.
Age of Ashes #2: Cult of Cinders, page 73.
Variant Rule Duels
Trigger You attempt a melee Strike against your opponent, but haven't rolled yet.
Requirements You're in a duel, you're trained in Intimidation, and you rolled an Intimidation check for initiative this round.
If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead.
Gamemastery Guide, page 167.
Requirements You have a burrow Speed
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.
Core Rulebook, page 472.