10 actions, from Make an Impression to Mutagenic Flashback.
Make an Impression · Make General Repairs · Maneuver in Flight · Manifest Eidolon · Map the Area · Master Strike · Mighty Rage · Mirror's Reflection · Mount · Mutagenic Flashback
Make an Impression
Skill Diplomacy (untrained)
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.
Critical Success The target's attitude toward you improves by two steps.Success The target's attitude toward you improves by one step.Critical Failure The target's attitude toward you decreases by one step.Core Rulebook, page 246.
Make General Repairs
Requirements Crafting (trained), Specialty Crafting (woodworking), or hired woodworker; organized workers
You make general repairs to the citadel furnishings, replacing or fixing furniture, replacing rotted floorboards, and rehanging doors throughout the structure. This task takes 14 days of work and a DC 15 Crafting check.
Age of Ashes #2: Cult of Cinders, page 73.
Skill Acrobatics (trained)
Requirements You have a fly Speed.
You try a difficult maneuver while Flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Success You succeed at the maneuver.Failure Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).Critical Failure As failure, but the consequence is more dire.Core Rulebook, page 240.
Class Summoner
Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead.
The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.
Special This activity has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Secrets of Magic, page 52.
Map the Area
Variant Rule Hexploration
As long as your group has successfully Bashil the hex, you can use this activity to create an accurate map of the hex with a successful Survival check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2.
Gamemastery Guide, page 173.
Class Rogue
Frequency once per round
Trigger Your Strike hits a flat-footed creature and deals damage.
The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.
Critical Success The target is unaffected.Success The target is enfeebled 2 until the end of your next turn.Failure The target is paralyzed for 4 rounds.Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).Player Core 1, page 168.
Class Barbarian
Trigger You use the Rage action on your turn.
Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.
Core Rulebook, page 85.
Requirements You're holding your mirror implement.
You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces.
Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below).
Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you.
Dark Archive, page 39.
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
Core Rulebook, page 472.
Class Alchemist; Subclass Mutagenist
Frequency once per day
You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
Core Rulebook, page 73.