Actions: D

28 actions, from Deadly Traps to Dueling Counter.

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Deadly Traps · Debilitating Strike · Deceptive Sidestep · Decipher Writing · Deconstruct · Deduce Traditions · Defend · Delay · Demoralize · Destructive Vengeance · Detect Magic · Devise a Stratagem · Dimensional Interference · Disable a Device · Disarm · Discover · Dismiss · Dispel a Disguise · Dispelling Bullet · Distract Guards · Diviner on Duty · Do I Know You? · Drain Bonded Item · Drifter's Wake · Drink from the Chalice · Drive · Drop Prone · Dueling Counter

Deadly Traps

exploration 

Overcome 2 successes; DC 34 Arcana or DC 34 Thievery

The PCs suppress or disable dangerous traps set to kill would-be thieves and make an explosive ruckus.

Special If a PC fails a check to overcome this scene, they trigger a trap that deals 16d6 damage to that PC (DC 36 basic Reflex). If the PC critically fails, it deals this damage to all PCs in the scene.

Age of Ashes #5: Against the Scarlet Triad, page 28.

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Debilitating Strike [F]

rogue 

Class Rogue

Trigger Your Strike hits a flat-footed creature and deals damage.

You apply one of the following debilitations, which lasts until the end of your next turn.

Player Core 1, page 168.

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Deceptive Sidestep [R]

misfortune 

Variant Rule Duels

Trigger An opponent hits, but does not critically hit you, with a melee Strike.

Requirements You're in a duel, you're trained in Deception, and you rolled a Deception check for initiative this round.

You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using Intimidation for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll.

Gamemastery Guide, page 167.

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Decipher Writing

concentrate exploration secret 

You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.

The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Critical Success You understand the true meaning of the text.Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.Failure You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.

Core Rulebook, page 234.

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Deconstruct

rare downtime 

You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct alchemical items and the Magical Crafting skill feat to deconstruct magic items.

To Deconstruct an item, you must meet the following requirements.

At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item.

At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances.

Critical Success If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. Success As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. Failure You fail to deconstruct the item, wasting your time. You can try again. Critical Failure You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item.

Treasure Vault, page 162.

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Deduce Traditions

concentrate linguistic secret 

By interpreting a regent's personality, drawing upon what you know about dwarven tradition, and making educated guesses, you surmise what sorts of skills are most valued by the dwarven regent's guild—and thus infer what types of skills would most likely curry that regent's favor. Deduce Traditions requires a successful DC 30 Perception check or a successful DC 25 Society check to yield accurate results.

Critical Success You learn one of the guild's favored skills and learn what that regent's Skepticism value is.Success You learn one of the guild's favored skills.Failure You learn none of the guild's favored skills.Critical Failure You learn an incorrect favored skill.

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

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Defend

exploration 

You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.

Core Rulebook, page 479.

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Delay [F]

Trigger Your turn begins.

You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.

When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

Core Rulebook, page 470.

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Demoralize [>]

auditory concentrate emotion fear mental 

Skill Intimidation (untrained)

With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.Success The target becomes frightened 1.

Core Rulebook, page 247.

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Destructive Vengeance [R]

uncommon champion 

Class Champion; Subclass Antipaladin

Trigger An enemy within 15 feet damages you.

Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose.

The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level.

Advanced Player’s Guide, page 116.

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Detect Magic

concentrate exploration 

You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

Core Rulebook, page 479.

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Devise a Stratagem [>]

concentrate fortune investigator 

Class Investigator

Frequency once per round

Frequency once per round

You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.

Player Core 2, page 103.

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Dimensional Interference

exploration 

Trigger The PCs attempt to use a teleportation effect.

Overcome 2 successes; DC 35 Arcana, Nature, Occultism, or Religion

Some of the protective wards in Sheitroul Estate provide magical static that causes teleportation effects to fail. If the PCs intend to just teleport away to safety, they need to disable these wards. This Complication is unlikely to arise until the PCs try to teleport and fail.

Age of Ashes #5: Against the Scarlet Triad, page 26.

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Disable a Device [>>]

manipulate 

Skill Thievery (trained)

Requirements Some devices require you to use thieves' tools when disabling them.

This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves' tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.

Your Thievery check result determines how much progress you make.

Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.Success You disable the device, or you achieve one success toward disabling a complex device.Critical Failure You trigger the device.

Core Rulebook, page 253.

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Disarm [>]

attack 

Skill Athletics (trained)

Requirements You have at least one hand free. The target can't be more than one size larger than you.

You try to knock something out of an opponent's grasp. Attempt an Athletics check against the opponent's Reflex DC.

Critical Success You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space.Success You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.Critical Failure You lose your balance and become flat-footed until the start of your next turn.

Core Rulebook, page 243.

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Discover

concentrate secret 

Variant Rule Influence

You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block.

Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses.Failure You learn no information.Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery.

Gamemastery Guide, page 151.

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Dismiss [>]

concentrate 

You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.

Core Rulebook, page 305.

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Dispel a Disguise

exploration secret 

Overcome DC 35 Arcana, DC 33 Occultism, DC 37 Perception

Requirements When Blending In or using a Cunning Disguise, a PC has noticed something is off about a guest.

The PC is sure there's more to Baroness Epminia Fahlspar than meets the eye. They're right—she's Meimorogeirn, a rakshasa in disguise!

Critical Success The PC sees through the disguise and identifies a way to unveil the rakshasa without magic. Rakshasas are not unwelcome here, but the sudden reveal of Meimorogeirn's natural form and her dismayed outburst draws the attention of many partyers. Reduce Awareness by 2 (minimum 0).Success The PC senses the magical disguise. To overcome this Opportunity, a PC must either magically counteract the disguise or succeed at a DC 40 Deception or Intimidation check to cause the baroness's concentration to waver, briefly disrupting her disguise. This reveals her, as described under critical success.Failure The PC sees no evidence of a disguise.Critical Failure The PC sees no evidence of a disguise, and their scrutiny invites a loud dressing down by the baroness.

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

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Dispelling Bullet [>>]

abjuration magical spellshot 

Class Gunslinger

Archetype Spellshot

You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow Strike against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.

Guns & Gears, page 140.

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Distract Guards

exploration manipulate move 

You attempt to distract a specific group of guards away from their patrol route or their post. You can do so by attempting a DC 41 Deception check, or by using a spell effect, in which case you attempt a DC 41 Arcana, Nature, Occultism, or Religion check (as appropriate) to determine success. Each attempt to Distract Guards takes a minute to play out—from the initial distraction to the guard's reaction.

Critical Success You significantly distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 1 hour has passed.Success You distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 20 minutes have passed.Failure You fail to distract the guards. Any attempt made in the next 10 minutes to distract the same guards takes a –2 penalty to the check.Critical Failure As failure above, but the guards realize you're trying to distract them and escort you out of the building. If this is your third critical failure against that particular group of guards, the guard instead places you under arrest.

Age of Ashes #6: Broken Promises, page 33.

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Diviner on Duty

exploration 

Trigger A PC uses magic to aid in overcoming an Obstacle during infiltration.

Overcome 3 successes; DC 35 Arcana, DC 37 Deception, DC 35 Nature, DC 35 Occultism, DC 35 Religion

Among the Scarlet Triad's security is a highly competent diviner! With spells such as discern lies, mind reading, see invisibility, and true seeing, this diviner can see through most magical schemes the PCs might use.

The diviner is watching for magical threats, not poison. With a successful DC 33 Deception, Thievery, or food-related Lore check, a PC can trick her into consuming something laden with an ingested poison. Her Fortitude save bonus is +23, and she withdraws if successfully poisoned. If not successfully poisoned, increase the PCs' Awareness Points by 2.

Age of Ashes #5: Against the Scarlet Triad, page 28.

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Do I Know You?

exploration 

Trigger Awareness reaches 5 or 10.

Overcome DC 30 Deception, DC 35 Diplomacy, DC 28 Performance, DC 32 Stealth

A partygoer or worker thinks they recognize one of the PCs, attracting unwanted attention. That PC either convinces them otherwise before slipping away or finds a way to dodge the bystander entirely.

Age of Ashes #5: Against the Scarlet Triad, page 26.

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Drain Bonded Item [F]

arcane wizard 

Class Wizard

Frequency once per day

You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

Core Rulebook, page 205.

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Drifter's Wake [>>>]

gunslinger 

Class Gunslinger; Subclass Drifter

You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions.

Guns & Gears, page 109.

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Drink from the Chalice [>]

magical manipulate necromancy thaumaturge 

Frequency once per round

Requirements You are holding your chalice implement.

You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents.

Drain (healing, positive) Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has negative healing, it can still heal in this way, and the effect has the negative trait instead of healing and positive.

Sip A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn.

Dark Archive, page 37.

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Drive

move 

Variant Rule Vehicles

Requirements You are piloting a vehicle.

You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies.

[>] Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled.

[>>] (reckless) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading.

[>>>] (reckless) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading.

Gamemastery Guide, page 175.

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Drop Prone [>]

move 

You fall prone.

Core Rulebook, page 470.

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Dueling Counter [R]

magical 

Variant Rule Duels

Trigger Your opponent Casts a Spell from the same tradition as your tradition focus.

Requirements You are in a duel and have a tradition focus.

Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.

Gamemastery Guide, page 167.

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