28 actions, from Rage to Run Over.
Rage · Raise a Shield · Raise Neck · Rally · Reactive Strike · Ready · Rebuild Battlements · Rebuild Collapsed Stairs · Recall Ammunition · Recall Knowledge · Recall The Teachings · Recenter · Reconnoiter · Refocus · Release · Reloading Strike · Repair · Repair Crumbled Walls · Repair Krarainin · Repeat a Spell · Request · Rescue Citizens · Research · Restore The Mind · Retraining · Retributive Strike · Ring Bell · Run Over
Class Barbarian
Requirements You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:
Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't gain temporary Hit Points from using the Rage action again for 1 minute.
Core Rulebook, page 84.
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Core Rulebook, page 472.
Ancestry Nagaji; Heritage Thoziakaem
You raise your head into a striking position. The fangs Strike granted by your nagaji ancestry gains a reach of 10 feet until the end of your turn.
LOIL, page 48.
Rally
Variant Rule Stamina
Prerequisites trained in Diplomacy, Intimidation, Performance
You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the Performance skill, the GM might adjust the traits for this action to match the traits for your type of performance.
Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.
Gamemastery Guide, page 201.
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Player Core 1, page 137.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
Core Rulebook, page 470.
Rebuild Battlements
Requirements Crafting (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers
You rebuild and restore the collapsed battlements along the northern section of the central tower. This task takes 28 days of work and a DC 20 Crafting check.
Age of Ashes #2: Cult of Cinders, page 73.
Rebuild Collapsed Stairs
Requirements Crafting (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers
You work to clear rubble and rebuild the stairs connecting citadel floors, requiring a DC 20 Crafting check. Repairing the stairs from the courtyard to the battlement (connecting areas A12} and A22) takes 4 days. Repairing the stairs from the courtyard to the vault (connecting areas A12 and B1) takes 4 days. Digging out the long flight of stairs down to Shalagraen's Ring (connecting areas B1 and D7) takes 8 days.
Age of Ashes #2: Cult of Cinders, page 73.
Class Gunslinger
Archetype Spellshot
Trigger You miss with a firearm or crossbow Strike while using an ordinary level-0 bolt or bullet
You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again.
Guns & Gears, page 140.
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.
Critical Success You recall the knowledge accurately and gain additional information or context.Success You recall the knowledge accurately or gain a useful clue about your current situation.Critical Failure You recall incorrect information or gain an erroneous or misleading clue.Core Rulebook, page 239.
The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to Aid all allies within 30 feet of you. If you use the Aid reaction to help one of them during that time, you roll an Occultism check for Aid as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your Aid reaction the auditory and linguistic traits.
Dark Archive, page 15.
Requirements You're in a psychic duel and are trained in the skill matching the psychic center you are changing to.
You adopt the psychic center matching the emotion of your choice. If you were already psychically centered, you lose your old psychic center when you adopt the new one.
Dark Archive, page 201.
Reconnoiter
Variant Rule Hexploration
You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Bashil, you can Map the Area to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.
For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery.
Gamemastery Guide, page 173.
Refocus
Requirements You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.
You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the illusion school.
Core Rulebook, page 300.
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).
If you want to prepare to Release something outside of your turn, use the Ready activity.
Core Rulebook, page 470.
Class Gunslinger; Subclass Drifter
Requirements You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.
You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way.
Guns & Gears, page 108.
Repair
Skill Crafting (untrained)
Requirements You have a repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.Core Rulebook, page 243.
Repair Crumbled Walls
Requirements Crafting (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers
You work to repair a collapsed wall in either the training hall (area A8), the Court of the Nail (area A13), or the records room (area A17). Each room's repair takes 8 days of work and a DC 20 Crafting check.
Age of Ashes #2: Cult of Cinders, page 73.
Repair Krarainin
Prerequisites trained in Crafting or Thievery
Requirements You have the Krarainin portal key (hunter's arrowhead).
You use the hunter's arrowhead to guide the misaligned magic of Krarainin back into the proper pathways through the stone's intricate carvings and decorations. You must attempt either a Crafting check to Repair (in which case the hunter's arrowhead serves as the repair kit needed for this activity) or a Thievery check to Pick a Lock (in which case the hunter's arrowhead serves as the thieves' tools needed for this activity). Regardless of the skill used, the activity takes an hour to perform, and the DC of the check is 24, with the following effects.
Critical Success Krarainin is repaired, and the vision of Bafela hazard inside of the Krarainin way station is reduced in power; reduce all of the hazard's modifiers and DCs by 2.Success Krarainin is repaired.Failure Krarainin is not repaired, and the character who attempted the repair becomes clumsy 2 for 1 hour as an orange arc of magical energy lances painfully through their body. A new attempt to repair the portal cannot be made again for 24 hours.Critical Failure As failure, but the magical backlash also deals 6d6 fire damage to the character attempting the repairs.Age of Ashes #2: Cult of Cinders, page 7.
Repeat a Spell
You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs.
You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.
Core Rulebook, page 480.
Skill Diplomacy (untrained)
You can make a request of a creature that's friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.Success The target agrees to your request, but they might demand added provisions or alterations to the request.Failure The target refuses the request, though they might propose an alternative that is less extreme.Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.Core Rulebook, page 247.
Rescue Citizens
You focus your efforts on helping citizens escape or recover from wounds. Attempt a DC 36 Diplomacy or Intimidation check to direct citizens to safety, a DC 38 Medicine check to treat injured survivors, or a DC 40 Society check to know about unusual escape routes to safety from the building and the surrounding alleys.
Critical Success Your efforts are resoundingly successful. Roll 2d6—this is the number of citizens trapped in the building who you lead to safety or the number of citizens who succumbed during this or the previous phase who you've managed to nurse back to life from the brink of death, split any way you wish.Success You rescue 1d6 citizens from the flames.Failure You fail to rescue any citizens from the fire and take 2d6 fire damage.Critical Failure You take 4d6 fire damage as a blast of fire and falling debris strikes you. For every 5 fire damage you take from this, one citizen still trapped in the building perishes.Age of Ashes #6: Broken Promises, page 12.
Research
Variant Rule Research
You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.
Critical Success You gain 2 RP.Success You gain 1 RP.Critical Failure You make a false discovery and lose 1 RP.Gamemastery Guide, page 154.
Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes.
Dark Archive, page 15.
Retraining
Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.
Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.
Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).
When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.
Feats
You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.
Skills
You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character's proficiency in Stealth to expert and become a master in Occultism, but you couldn't reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.
You can also spend a week to retrain an initial trained skill you gained during character creation.
Class Features
You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—always at least a month.
Core Rulebook, page 481.
Class Champion; Subclass Paladin
Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Core Rulebook, page 107.
Trigger The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Requirements You are holding your bell implement, and the triggering creature is within 30 feet of you.
Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
Disrupting Harmony: The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
Distracting Cacophony: The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
Dark Archive, page 37.
Variant Rule Vehicles
Requirements You are piloting a vehicle.
You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger.
Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends.
Gamemastery Guide, page 176.