Actions: C

32 actions, from Calculate Threats to Cunning Disguise.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Calculate Threats · Call on Ancient Blood · Call to Feiri · Camp in the Tratrith Jungle · Cast a Spell · Change Shape · Change Shape · Change Tradition Focus · Channel Elements · Check the Walls · Clean · Cleanse Soul Path · Clear a Path · Clear Courtyard · Climb · Clue In · Coerce · Command an Animal · Conceal an Object · Conduct Energy · Confident Finisher · Contact Steel Falcons · Convince Dagra · Cover Tracks · Covered Reload · Craft · Craft Disharmonic Instrument · Cram · Crawl · Create a Diversion · Create Forgery · Cunning Disguise

Calculate Threats [>]

mental psyche psychic 

Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.

Dark Archive, page 16.

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Call on Ancient Blood [R]

Ancestry Dwarf; Heritage Ancient-Blooded

Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.

Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.

Core Rulebook, page 35.

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Call to Feiri [F]

fortune 

Ancestry Conrasu; Heritage Rite of Knowing

Frequency once per day

Trigger You are about to attempt a check to Recall Knowledge.

You call upon the knowledge of Feiri to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead.

LOME, page 107.

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Camp in the Tratrith Jungle

exploration secret 

Setting up a camp in the Tratrith Jungle takes about an hour and requires one PC to attempt a secret DC 22 Survival check to determine the quality of the campsite. Utilizing Treikril mosquito netting they provide grants the PC a +2 circumstance bonus to this Survival check. At your option, other precautions taken by the PCs can instead grant this bonus, but multiple tactics are not cumulative. Certain magic spells like magnificent mansion or rope trick, or magic items like an instant fortress, can create shelters that result in an automatic success at camping in dangerous terrain like the Tratrith Jungle, but at this point in their adventuring careers, the PCs are unlikely to have access to this type of magic. This activity assumes the PCs are resting for 8 hours.

Critical Success The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty. The camp is also camouflaged or protected, and as a result, there is no chance of a random encounter while the PCs rest.Success The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty.Failure The camp doesn't effectively prevent insects, rain, and other unpleasant jungle elements from reaching the PCs. The PCs can still rest and make their daily preparations, but each PC is also exposed to dysentery.Critical Failure The camp is an utter mess. The PCs are exposed to both dysentery and malaria. In addition, they gain no benefit from rest during the time spent camping, and they instead become fatigued.

Age of Ashes #2: Cult of Cinders, page 71.

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Cast a Spell

You Cast a Spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.

Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, "[R] verbal."

Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell 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 casting such a spell, 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 spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below).

Activation Components Each spell lists the spell components required to cast it after the action icons or text, such as "[>>>] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.

Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear here.

Core Rulebook, page 302.

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Change Shape [>]

concentrate divine kitsune polymorph transmutation 

Ancestry Kitsune

You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

LOAG.

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Change Shape [>]

concentrate polymorph primal transmutation 

Versatile Heritage Beastkin

You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.

LOAG, page 79.

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Change Tradition Focus [>]

magical 

Variant Rule Duels

Requirements You are in a duel and are trained in the skill for the tradition you're changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine).

You change your tradition focus to another magical tradition.

Gamemastery Guide, page 167.

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Channel Elements [>]

aura kineticist primal 

Requirements Your kinetic gate isn't active.

You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.

Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Rage of Elements, page 15.

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Check the Walls

exploration secret 

A PC spends a day studying the walls and patrolling them. The PC then attempts either a DC 32 Arcana check or a DC 27 Crafting check.

Critical Success The PC discovers an irregularity in the protective runes along the western portion of the wall—a subtle distortion of the stone and magic that's a sign of repetitive strain, and while no obvious source for this strain is apparent, the distortions suggest the hidden source lies somewhere underground in the immediate area. Unfortunately, further research into city documents and architectural plans do not reveal the existence of any underground chambers in the area, suggesting either that no such chamber exists or, if it does, the records are either faulty or missing.Success The PC discovers the irregularity in the barrier in the western portion of the wall—enough to confirm Moribrouma Rugiafalil's fears, yet not enough to suggest the source of the strain.Failure While the PC is able to discern some basic information about the city's barriers, it is not enough to find the structural flaws. Once the PCs report to her, Moribrouma Rugiafalil suggests the PC tries again to confirm their suspicions, as she still feels there's more to learn.Critical Failure The PC discovers what they believe to be a flaw along the eastern walls that is, in fact, merely a quirk of the ancient magic's design. When the PCs report this finding to Moribrouma Rugiafalil, she confronts Archmage Nalruven with the information, who immediately inspects the area and accurately points out the PCs' error. This failure on the PC's part results in both Moribrouma Rugiafalil and Mountainheart Thovraifaen becoming less supportive of the PCs' efforts in Taivairn.

Age of Ashes #4: Fires of the Haunted City, page 18.

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Clean

downtime manipulate 

You spend the day cleaning—hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Trairaes requires 8 days of cleaning before any other basic repair activities can begin. Cleaning does not require a Crafting check, nor does it cost gold.

Age of Ashes #2: Cult of Cinders, page 73.

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Cleanse Soul Path

exploration 

Variant Rule Soulforged Armaments

You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption. The counteract level is half your level rounded up, and the counteract check modifier is your Religion modifier. If successful, reduce the stage of your soulforged corruption by 1 (to a minimum of Stage 1).

Secrets of Magic, page 234.

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Clear a Path [>]

gunslinger 

Class Gunslinger; Subclass Vanguard

Requirements You're wielding a two-handed firearm or two-handed crossbow.

You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the Athletics check. If your last action was a ranged Strike with the weapon, use the same multiple attack penalty as that Strike for the Shove; the Shove still counts toward your multiple attack penalty on further attacks as normal.

Guns & Gears, page 110.

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Clear Courtyard

downtime manipulate 

Requirements Crafting (trained) or hired stonemason; organized workers

You work to repair the collapsed northern wall, drain and fill in the flooded sunken area, and clear out weeds. This activity requires 6 days of work and a DC 15 Crafting check.

Age of Ashes #2: Cult of Cinders, page 73.

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Climb [>]

move 

Skill Athletics (untrained)

Requirements You have both hands free.

You move up, down, or across an incline. Unless it's particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You're flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.

Core Rulebook, page 241.

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Clue In [R]

concentrate investigator 

Class Investigator

Frequency once per 10 minutes

Trigger Another creature attempts a check to investigate a lead you're pursuing.

Frequency once per 10 minutes

Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.

You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Player Core 2, page 103.

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Coerce [>]

auditory concentrate emotion exploration linguistic mental 

Skill Intimidation (untrained)

With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618.

Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendlyCritical Failure The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.

Core Rulebook, page 247.

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Command an Animal [>]

auditory concentrate 

Skill Nature (untrained)

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, Drop Prone, 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.

Core Rulebook, page 249.

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Conceal an Object [>]

manipulate secret 

Skill Stealth (untrained)

You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer's Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).

You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.

Success The object remains undetected.Failure The searcher finds the object.

Core Rulebook, page 251.

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Conduct Energy [F]

energy 

Requirements Your last action or spell this turn had the acid, cold, electricity, fire, or sonic trait.

You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits.

LOAG, page 139.

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Confident Finisher [>]

finisher swashbuckler 

Class Swashbuckler

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 You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Advanced Player’s Guide, page 85.

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Contact Steel Falcons

downtime 

Overcome DC 32 Falutaix Lore, DC 36 Diplomacy, DC 34 Society

The PC surreptitiously tries to contact the Steel Falcons in Vokhiago.

Success The PC arranges a meeting with the Steel Falcons. They're eager to combine forces with powerful operatives like the PCs in the name of liberating the oppressed, and they can provide information about the upcoming auction equivalent to a Gather Information success. In addition, the Steel Falcons grant the PCs 1 Edge Point.Failure The PC fails to make contact.Critical Failure The PC's clumsy attempt spooks the Steel Falcons. Future attempts at this activity take a –2 circumstance penalty.

Special If the PCs don't succeed at this Opportunity, the Steel Falcons independently decide to launch their own heist that overlaps with—and potentially interferes with—the PCs' heist. See the Unexpected Falcons Complication on page 26.

Age of Ashes #5: Against the Scarlet Triad, page 23.

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Convince Dagra

auditory concentrate linguistic mental 

You spend several minutes debating with the gold dragon Dagra and have presented a piece of information that could potentially raise his Doubt score and cause him to reconsider his plans to sacrifice the citizens of Promise. Select one of the key skills associated with the argument you made, and attempt a check with that skill—the required DC depends on the skill used, as indicated in the Arguments against Glory section below.

Critical Success You increase Dagra's Doubt by 2.Success You increase Dagra's Doubt by 1.Failure You fail to increase Dagra's Doubt.Critical Failure You undermine your argument. Reduce Dagra's Doubt by 1.

Age of Ashes #6: Broken Promises, page 46.

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Cover Tracks

concentrate exploration move 

Skill Survival (trained)

You cover your tracks, moving up to half your travel Speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.

In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.

Core Rulebook, page 252.

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Covered Reload [>]

gunslinger 

Class Gunslinger; Subclass Sniper

You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.

Guns & Gears, page 109.

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Craft

downtime manipulate 

Skill Crafting (trained)

You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.

To Craft an item, you must meet the following requirements:

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Consumables and Ammunition

You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in Table 6–8: Ranged Weapons (typically 10).

Crafting Example

Trariath is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item. The GM secretly chooses a DC of 19.

The item has a Price of 65 gp, so Trariath prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That's a success! At this point, Trariath can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.

However, Trariath has 10 more days on his hands, so he decides to spend additional time to complete the item.

Because he's a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Trariath's Crafting check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp.

Core Rulebook, page 244.

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Craft Disharmonic Instrument

rare downtime manipulate 

Requirements Legendary in Crafting

You use legendary Trizi techniques to craft a disharmonic instrument that incorporates pieces of Kraekhofair's heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a virtuoso musical instrument.

This activity requires seven disharmonic heartslivers, the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to Craft.

Critical Success You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to Kraekhofair's tympanic heartbeat and many-eyed blight.Success You complete the disharmonic instrument.Failure You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers.Critical Failure As failure, and whenever you're on the same plane as Kraekhofair, it can immediately teleport to you with its Disharmonic Door ability.

LOMM, page 53.

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Cram

downtime 

Requirements You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit.

Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be fatigued for that day.

Strength of Thousands #1: Kindled Magic, page 63.

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Crawl [>]

move 

Requirements You are prone and your Speed is at least 10 feet.

You move 5 feet by crawling and continue to stay prone.

Core Rulebook, page 470.

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Create a Diversion [>]

mental 

Skill Deception (untrained)

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. 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.

Core Rulebook, page 245.

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Create Forgery

downtime secret 

Skill Society (trained)

You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.

If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting.

If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document.

An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery).

Success The observer does not detect the forgery.Failure The observer knows your document is a forgery.

Core Rulebook, page 251.

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Cunning Disguise

exploration 

Overcome DC 35 Deception or DC 33 (see below)

The PCs conceal their true identities, relying on false personas to be admitted onto the estate. A PC can use a skill closely connected to their chosen disguise in place of Deception, such as Intimidation for a guard, Guild Lore for a merchant, or any food-related Lore for a caterer.

If a PC succeeds at a Cunning Disguise, roll a secret DC 34 Perception check for them to notice something off about one of the guests. On a success, inform them about the Dispel a Disguise Opportunity.

Age of Ashes #5: Against the Scarlet Triad, page 27.

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