Actions: L

10 actions, from Leap to Loot the Vaults.

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Leap · Learn a Spell · Learn Name · Liberating Step · Lie · Living Fortification · Locked Doors · Long Jump · Long-Term Rest · Loot the Vaults

Leap [>]

You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).

If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

Jumping a greater distance requires using the Athletics skill.

Core Rulebook, page 470.

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Learn a Spell

concentrate exploration 

Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.

To learn the spell, you must do the following:

If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.

Critical Success You expend half the materials and learn the spell.Success You expend the materials and learn the spell.Failure You fail to learn the spell but can try again after you gain a level. The materials aren't expended.Critical Failure As failure, plus you expend half the materials.

Core Rulebook, page 238.

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Learn Name

rare downtime secret 

Variant Rule True Names

You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type.

The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM.

Critical Success You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name.Success As critical success, except you find only one private name and don't find hidden fragments of their true name.Critical Failure If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely

Secrets of Magic, page 245.

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Liberating Step [R]

champion 

Class Champion; Subclass Liberator

Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape.

Core Rulebook, page 107.

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Lie

auditory concentrate linguistic mental secret 

Skill Deception (untrained)

You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.

At the GM's discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements.

Success The target believes your lie.Failure The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.

Core Rulebook, page 246.

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Living Fortification [F]

gunslinger 

Class Gunslinger; Subclass Vanguard

Trigger You roll Initiative.

You can posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.

Guns & Gears, page 110.

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Locked Doors

exploration 

Overcome 2 successes; DC 35 Athletics, DC 35 Thievery

Most of the manor is locked to prevent guests from wandering into restricted areas. The PCs quietly break into rooms or unlock doors.

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

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Long Jump [>>]

Skill Athletics (untrained)

You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you're attempting to move during your Leap (so you'd need to succeed at a DC 20 check to Leap 20 feet). You can't Leap farther than your Speed.

If you didn't Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Success Increase the maximum horizontal distance you Leap to the desired distance.Failure You Leap normally.Critical Failure You Leap normally, but then fall and land prone.

Core Rulebook, page 242.

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Long-Term Rest

downtime 

You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.

Core Rulebook, page 481.

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Loot the Vaults

exploration 

Overcome 2 successes; Arcana DC 33, Perception DC 35, Thievery DC 35

Requirements The PCs have reached the basement by Overcoming the Find the Cells Obstacle.

In addition to the captives, the Scarlet Triad has stored numerous treasures in the manor's basement. The PCs take several minutes to unlock a vault and identify the best objects to steal.

This Opportunity can be completed twice. The first time, the PCs recover a Khiziandian bulwark, a broad crystal bowl inlaid with faience designs of ibises (worth 300 gp), and an onyx-and-marble statue of Khiziand (worth 200 gp). In addition, the PCs also find a ledger detailing many Scarlet Triad transactions. With a successful DC 28 Guild Lore or a DC 35 Society check, a PC paging through the ledger determines that the Scarlet Triad has been dodging taxes, undercutting competition, and attempting to accumulate a lot of money very quickly—all in ways that quietly harm the Fleshmonger Federation, Theiveith Consortium, and church of Breizoneik. Once for each guild, a PC can use the ledger when Influencing a Guild to reduce that organization's Support Points by an additional 2 points.

The second time the PCs complete this Opportunity, they recover a belt of regeneration, as well as an alabaster-and-silver amphoriskos perfume bottle within which is bound the djinni vizier (Bestiary 162) Sostaimorok the Wise. The Scarlet Triad trapped Sostaimorok and offered him freedom in exchange for three wishes. Drigroru Robond already used two of these wishes to assist with the repair of the Orb of Gold Dragonkind, but then refrained from redeeming his last wish. Sostaimorok is amenable to granting this last wish to the PCs if they help him escape; until then, he can't travel more than 20 feet from his amphoriskos, nor can he move it himself. This wish can be used to automatically rescue all of the slaves, but the PCs will still need to escape on their own (see Extraction below). Although Sostaimorok is eager to return to the Plane of Air, he could become a recurring ally later in the adventure at your discretion.

Critical Failure The PCs are noticed by a group of guards. Play out this combat using the Basement Rooms map on page 24; this encounter is with a Scarlet Triad enforcer, a Scarlet Triad mage, and two calikangs. At the end of every round of combat, Awareness increases by 1.

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

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