13 actions, from Fade Into Daydreams to Fortify Camp.
Fade Into Daydreams · Feint · Fight the Fire · Find the Cells · Finish the Job · Fling Magic · Flurry of Blows · Fly · Follow the Expert · Force Open · Forge Documents · Forge Documents · Fortify Camp
Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until the start of your next turn. This concealment can't be used to Hide, as normal for concealing effects that leave your location obvious.
Dark Archive, page 16.
Skill Deception (trained)
Requirements You are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent's Perception DC.
Critical Success You throw your enemy's defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn.Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.Core Rulebook, page 246.
Fight the Fire
You work to contain the fire. Attempt a DC 36 Acrobatics check to move quickly through the building and extinguish burning areas opportunistically, a DC 38 Athletics check to remove debris to prevent the spread of fire or haul buckets of water or sand to extinguish flames, or a DC 40 Diplomacy or Intimidation check to organize bystanders into helping fight the fire.
Critical Success You make significant progress, allowing 1d6 citizens to escape to safety on their own, and no citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +2 circumstance bonus. Increase the number of phases remaining before the building collapses by 1.Success You curtail flames in areas where citizens are still trapped. No citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +1 circumstance bonus.Failure You take 4d6 fire damage.Critical Failure Your attempts to Fight the Fire accidentally spread the flames instead. You take 8d6 fire damage. Reduce the number of phases remaining before the building collapses by 1.Age of Ashes #6: Broken Promises, page 12.
Find the Cells
Overcome 3 successes; DC 33 Architecture Lore, DC 35 Perception, DC 35 Survival
The PCs identify an efficient route through the manor and reach the holding cells and vaults in the basement—all without opening too many doors, making too much noise, or wasting time searching for secret doors.
Class Gunslinger; Subclass Drifter
Requirements On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty.
Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This Strike uses the same multiple attack penalty as the Strike that failed on the last action. Afterward, increase your multiple attack penalty normally.
Guns & Gears, page 108.
Requirements You are holding your wand implement.
You fling magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.
You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do so, the wand takes 1d4 rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a Strike, your wand recharges immediately as it draws in power from the clash.
Special This activity has the trait corresponding to the damage type you selected.
Dark Archive, page 41.
Class Monk
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Player Core 2, page 156.
Requirements You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
Core Rulebook, page 305.
Follow the Expert
Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).
Core Rulebook, page 479.
Skill Athletics (untrained)
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it's especially sturdy, the GM might have it take damage but not be broken.Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.Core Rulebook, page 242.
Forge Documents
Overcome DC 34 Society
The PC prepares several forgeries that might serve as convincing props during the heist.
Success The PC creates convincing documents that grant the PCs 1 Edge Point they can use when presenting proper credentials, work orders, or invitations.Failure The PC creates somewhat unconvincing documents. Inform the PCs the forgeries grant 1 Edge Point. However, when they use that Edge Point, it grants no benefit.Critical Failure As failure, but a PC who uses the Edge Point on a failure gets a critical failure instead.Forge Documents
Variant Rule Infiltration
You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.
Success You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork.Failure You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used.Critical Failure As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure.Gamemastery Guide, page 163.
Fortify Camp
Variant Rule Hexploration
You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.
Gamemastery Guide, page 173.