Actions: I

18 actions, from Identify Alchemy to Issue Challange.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Identify Alchemy · Identify Magic · Impersonate · Implement's Interruption · Impromptu Tour · Influence · Influence Guild · Influence Regent · Intensify Vulnerability · Interact · Into the Fray · Invest an Item · Investigate · Investigate Chamber · Invigorating Fear · Invoke Celestial Privilege · Iron Command · Issue Challange

Identify Alchemy

concentrate exploration secret 

Skill Crafting (trained)

Requirements You have a alchemist's tools.

You can identify the nature of an alchemical item with 10 minutes of testing using alchemist's tools. If your attempt is interrupted in any way, you must start over.

Success You identify the item and the means of activating it.Failure You fail to identify the item but can try again.Critical Failure You misidentify the item as another item of the GM's choice.

Core Rulebook, page 245.

Open in the interactive list

Identify Magic

concentrate exploration secret 

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.

Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.Failure You fail to identify the magic and can't try again for 1 day.Critical Failure You misidentify the magic as something else of the GM's choice.

Core Rulebook, page 238.

Open in the interactive list

Impersonate

concentrate exploration manipulate secret 

Skill Deception (untrained)

You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.

In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature's Perception DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret Deception check even if you aren't directly interacting with others.

Success You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes.Failure The creature can tell you're not who you claim to be.Critical Failure The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.

Core Rulebook, page 245.

Open in the interactive list

Implement's Interruption [R]

evocation magical thaumaturge 

Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using.

Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.

Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Dark Archive, page 41.

Open in the interactive list

Impromptu Tour

exploration 

Overcome 3 successes; DC 33 Architecture Lore, DC 36 Deception, DC 34 Society, DC 37 Stealth

In anticipation of the auction, Jelek Jaziman has gathered groups of guests to explore the manor in guided tours. The PCs can try to avoid notice, or—by blending in with a group and making informed statements about the artwork—they can deflect attention long enough to slip away.

Age of Ashes #5: Against the Scarlet Triad, page 29.

Open in the interactive list

Influence

concentrate linguistic 

Variant Rule Influence

You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block).

Critical Success You gain 2 Influence Points with the chosen NPC.Success You gain 1 Influence Point with the chosen NPC.Failure You gain no Influence Points with the chosen NPC.Critical Failure You lose 1 Influence Point with the chosen NPC.

Gamemastery Guide, page 151.

Open in the interactive list

Influence Guild

downtime 

You dedicate a day to befriending members of a particular guild, assisting the organization, and convincing the guild members not to support the Scarlet Triad. Attempt a DC 34 skill check tied to one of the organization's favored skills (pages 20–21).

Critical Success Reduce that organization's Support Points by 3.Success Reduce that organization's Support Points by 1.Critical Failure Increase that organization's Support Points by 1.

Age of Ashes #5: Against the Scarlet Triad, page 19.

Open in the interactive list

Influence Regent

auditory concentrate linguistic mental secret 

You attempt to gain favor with one of Taivairn's regents, either by responding to their question with tact and respect and attempting a Diplomacy check, or by drawing upon your acumen in another skill. This second tactic usually can't succeed unless that skill is one favored by that regent's guild. At the GM's option, you may substitute an applicable Lore skill check for the Diplomacy check. If you attempt a Diplomacy or Lore check, it's a DC 32 check for success; if you attempt a favored skill check, it's a DC 28 check for success.

At the GM's option, a player who brings up a compelling point or roleplays particularly well in their attempt to Influence a Regent might gain a +2 circumstance bonus on the check.

Critical Success You reduce the regent's Skepticism by 2.Success You reduce the regent's Skepticism by 1.Failure You do not adjust the regent's Skepticism.Critical Failure You increase the regent's Skepticism by 1.

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

Open in the interactive list

Intensify Vulnerability [>]

concentrate divination esoterica magical thaumaturge 

Prerequisites Exploit Vulnerability

Frequency once per round

Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round.

You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.

Dark Archive, page 35.

Open in the interactive list

Interact [>]

manipulate 

You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.

Core Rulebook, page 470.

Open in the interactive list

Into the Fray [F]

gunslinger 

Class Gunslinger; Subclass Drifter

Trigger You roll Initiative.

You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.

Guns & Gears, page 108.

Open in the interactive list

Invest an Item

You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.

You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.

Core Rulebook, page 531.

Open in the interactive list

Investigate

concentrate exploration 

You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

Core Rulebook, page 480.

Open in the interactive list

Investigate Chamber

exploration manipulate move 

You take 10 minutes to investigate a specific room in the Golden Citadel to learn any information about it. Guards won't normally be annoyed by this if you investigate a public area, but if they see you investigating a private area they will attempt to escort you out before you can complete the investigation. Attempt a DC 36 Perception check to determine your level of success.

Critical Success You learn the room's read-aloud text, basic information, and any secret information.Success You learn the room's read-aloud text and basic information.Failure You fail to learn anything about the room other than its read-aloud text.Critical Failure As failure above, but any guards who can observe you notice suspicious activity and attempt to escort you out of the area, either to the council chamber (area C1) or out of the building entirely.

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

Open in the interactive list

Invigorating Fear [R]

Ancestry kitsune; Heritage Dark Fields

Frequency once per hour

Trigger A creature within 60 feet gains the frightened condition.

You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher.

LOAG, page 123.

Open in the interactive list

Invoke Celestial Privilege [R]

Ancestry kitsune; Heritage Celestial Envoy

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

You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against divine effects until the start of your next turn.

Core Rulebook, page 123.

Open in the interactive list

Iron Command [R]

uncommon champion divine emotion enchantment mental 

Class Champion; Subclass Tyrant

Trigger An enemy within 15 feet damages you.

You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options.

In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.

Advanced Player’s Guide, page 116.

Open in the interactive list

Issue Challange

downtime 

You spend a day promoting your combat abilities, trash-talking the competition, calling out the leadership of the Gladiators' Guild, or performing public feats of bravado to compel the guildmaster of the Gladiators' Guild to accept your challenge to rule over the arena. This action ties specifically into Task 3: Blood on the Sand (page 32). Attempt a DC 36 Athletics, Deception, Intimidation, Performance, or appropriate Lore skill check.

Critical Success You provoke Khigern Tainobrai into accepting your challenge.Success You weaken Khigern's resolve. For the next 7 days, your checks to Issue Challenges gain a cumulative +1 circumstance bonus (maximum +4).Critical Failure Your boisterousness accidentally leads to embarrassment that undermines your stature. You lose any circumstance bonuses you've earned as a result of successful Issued Challenges, and can't Issue a Challenge the next day.

Age of Ashes #5: Against the Scarlet Triad, page 20.

Open in the interactive list

ABCDEFGHIJKLMNOPQRSTUVWXYZ