37 actions, from Scout to Swim.
Scout · Scout Location · Scout Sokaek · Scout the Facility · Search · Secure Disguises · Secure Disguises · Secure Invitation · Seek · Seek the Animals · Seek the Hidden Forge · Selfish Shield · Sense Direction · Sense Motive · Sense Weakness · Share Senses · Shove · Siegebreaker · Smooth the Path · Smuggled · Sneak · Spellstrike · Spinning Crush · Spring the Trap · Squeeze · Stand · Steal · Steal Keys · Step · Stop · Stride · Strike · Study · Subsist · Sustain a Spell · Sustain an Activation · Swim
Scout
You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.
Core Rulebook, page 480.
Scout Location
Variant Rule Infiltration
You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or Stealth check.
Success You make observations that provide 1 EP.Failure You learn nothing particularly noteworthy.Critical Failure You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure.Gamemastery Guide, page 163.
Scout Sokaek
Sokaek's known to traverse a wide territory in north- central Vokhiago, and the PCs first need to narrow down his current location to within a few miles. A full scouting attempt takes 4 hours, during which each PC attempts a skill check chosen from the following options, depending on how they wish to scout: Diplomacy DC 40 (to ask local nomads about sightings) or Nature DC 36 (to know about camel behavior and where Sokaek might best be found). At your discretion, a PC can substitute an appropriate Lore skill for any of these skills, in which case the DC is reduced by 2.
To find the camel's trail, the party must successfully Scout Sokaek three times. Critical successes count as two successes, and critical failures negate one success. If all PCs abandon this task and no one is Scouting Sokaek, the number of accumulated successes resets to zero. Magic such as discern location gives two successes toward finding Sokaek, though he moves so often and in such odd ways that even in the 10 minutes it takes to teleport, only his trail will remain.
Once they get three successes, the PCs can then Track him (DC 40). They need to succeed twice in a row or critically succeed once, and can try again on a failure. On a critical failure, the PCs must wait at least 24 hours before Scouting Sokaek again.
Scout the Facility
Overcome DC 36 Perception, DC 38 Society, DC 34 Stealth
The PC spends part of the day observing the Sheitroul Estate, recording patrols, noting escape routes, and creating a mental map.
Success The PC makes decisive observations that grant the PCs 1 Edge Point that can be used for sneaking through or navigating the estate.Failure The PC learns nothing noteworthy.Critical Failure The PC misjudges some element of the security. Inform the PCs that the scouting grants 1 Edge Point. When they use that Edge Point, they don't get the normal benefit, and if they rolled a normal failure they get a critical failure instead.Search
You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.
Core Rulebook, page 480.
Secure Disguises
Overcome DC 35 Crafting, DC 33 Deception, DC 35 Performance, DC 37 Society
The PC tries to find disguises of a certain type (guards, for example, or socialites).
Success The PC finds or creates useful disguises that grant 1 Edge Point that the PCs can use for maintaining a cover identity.Failure The PC finds no disguises.Secure Disguises
Variant Rule Infiltration
You seek to procure or create disguises. Attempt a normal, hard, or very hard Crafting, Deception, Performance, or Society check.
Success You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity.Failure Your efforts result in an unusable disguise.Gamemastery Guide, page 163.
Secure Invitation
Overcome DC 35 Crafting, DC 35 Society
The PC seeks out someone with an invitation they're willing to sell.
Critical Success The PC finds an invitation-holder and convinces them to give away the invitation for free. The PCs gain 1 Edge Point.Success The PC finds someone willing to sell their invitation for 250 gp. If they pay, the group gets 1 Edge Point. They can attempt to steal it instead (DC 34 Thievery), but if they do, increase Awareness at the beginning of Phase 2: Infiltration by 2.Failure The PC is unable to find an invitation.
You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away.
If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success If you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.Success If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.Core Rulebook, page 471.
Seek the Animals
You help the elven hunters look for signs of animals. Attempt a DC 17 Nature or Perception check.
Critical Success You make an impressive and potentially dangerous find, such as a large pack of particularly healthy (and thus cranky) red river boars or a large waterbuck with razor-sharp horns. You also find signs of animals that are safer to hunt than your impressive and delicious find.Success You discover signs of animals that are safe to hunt.Failure Your efforts have scared away the best game, and the hunting party must set their sights on river turtles and bats.Critical Failure Your efforts have scared away too many animals, leaving the hunting party with a sparse amount of game to catch. The party loses 2 IP.Age of Ashes #2: Cult of Cinders, page 20.
Class Champion; Subclass Desecrator
Trigger An enemy within 15 feet damages you.
Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage 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.
Sense Direction
Skill Survival (untrained)
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.
Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactlySuccess You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.Core Rulebook, page 252.
You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
Critical Success You determine the creature's true intentions and get a solid idea of any mental magic affecting it.Success You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.Failure You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.Critical Failure You get a false sense of the creature's intentions.Core Rulebook, page 471.
Variant Rule Duels
Trigger You attempt a melee Strike against your opponent, but haven't rolled yet.
Requirements You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round.
You pick a precise moment to attack, giving you an edge. Your opponent is flat-footed against the attack. If your opponent is using Deception for initiative when this ability is used, they are instead flat-footed until the start of their next turn.
Gamemastery Guide, page 167.
Skill Athletics (untrained)
Requirements You have at least one hand free. The target can't be more than one size larger than you.
You push an opponent away from you. Attempt an Athletics check against your opponent's Fortitude DC.
Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.Critical Failure You lose your balance, fall, and land prone.Core Rulebook, page 243.
Class Gunslinger; Subclass Vanguard
Requirements You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow.
With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. Leap or Stride, then make a Strike with the required firearm or crossbow against an adjacent target. This Strike deals an additional 3d8 bludgeoning damage and ignores 10 points of the target's Hardness (if any), or of their shield's Hardness if the target uses Shield Block.
After the Strike, you become immobilized and position the required weapon defensively, gaining a +1 circumstance bonus to AC, or a +2 circumstance bonus if the chosen weapon has the parry trait. Both effects last until the start of your next turn. If a force would move you while you're immobilized in this way, it must succeed at an appropriate check against your class DC.
Guns & Gears, page 110.
Smooth the Path
Requirements The PC has successfully infiltrated the estate.
Now that they're on the inside, the PC helps an ally who's still trying to infiltrate. They describe what they're doing to help, and give the ally the benefits of Following the Expert. The GM might require the PC to attempt a relevant skill check (typically DC 32) to Smooth the Path.
Smuggled
Overcome DC 33 Stealth
The PCs hide themselves inside carts, wine barrels, or other large containers that are bound for the estate. This deposits them inside the walls but a distance from the manor.
Special This process leaves participating PCs disheveled, imposing a –1 circumstance penalty to checks tied to appearing well groomed or professional.
Skill Stealth (untrained)
You can attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
If you're undetected by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're invisible, the observer is blinded, or you're in darkness and the creature can't see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you're moving, the bonus increase from Taking Cover doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You're undetected by the creature during your movement and remain undetected by the creature at the end of it.If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.Failure A telltale sound or other sign gives your position away, though you still remain unseen. You're hidden from the creature throughout your movement and remain so.Critical Failure You're spotted! You're observed by the creature throughout your movement and remain so. If you're invisible and were hidden from the creature, instead of being observed you're hidden throughout your movement and remain so.Core Rulebook, page 252.
Class Magus
Frequency until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.
After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.
Secrets of Magic, page 37.
Class Gunslinger; Subclass Vanguard
Requirements You're wielding a loaded firearm or loaded crossbow.
You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take 1d6 bludgeoning damage plus your Strength modifier; this increases to 2d6 if your firearm has a striking rune, 3d6 if it has a greater striking rune, and 4d6 if it has a major striking rune. This ability does not apply other effects that increase damage with your firearm Strikes such as weapon specialization. Creatures affected by this attack must attempt a basic Reflex save. A creature that fails its save is also pushed 5 feet directly away from you.
Guns & Gears, page 110.
Class Gunslinger; Subclass Triggerbrand
Trigger You roll initiative.
You can Interact to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as Attack of Opportunity).
LOIL, page 108.
Squeeze
Skill Acrobatics (trained)
You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.Success You squeeze through in 1 minute per 5 feet.Critical Failure You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.Core Rulebook, page 241.
You stand up from prone.
Core Rulebook, page 471.
Skill Thievery (untrained)
You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they're distracted.
Success You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item.Failure The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.Core Rulebook, page 253.
Steal Keys
Overcome DC 35 Thievery
Requirements PCs noticed the keys while Breaking and Entering.
The PC steals a ring of keys that can unlock many of the manor's doors.
Success The PCs gain 1 Edge Point usable for opening locks.
Requirements Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
Core Rulebook, page 471.
Variant Rule Vehicles
Requirements You are piloting a vehicle in motion.
You bring the vehicle to a stop.
Gamemastery Guide, page 176.
You move up to your Speed.
Core Rulebook, page 471.
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature's AC to determine the effect. See Attack Rolls and Damage for details on calculating your attack and damage rolls.
Critical Success As success, but you deal double damage.Success You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.Core Rulebook, page 471.
Study
Requirements You are an initiate, attendant, or conversant.
You give everything you have to your studies, in keeping with your branch. Choose either your primary or secondary branch and attempt a skill check with one of the branch's associated skills against a standard DC of the branch's level.
Critical Success Incredible results! You ace every exam and cause a stir that all the instructors notice. Increase the level of the branch you chose by 2.Success You succeed in your studies admirably. Increase the level of the branch you chose by 1.Failure You need to work harder and try again. Your branch level remains the same.Critical Failure You make a major mistake that requires you to perform remedial studies. The next time you would get an opportunity to attempt this activity, you must skip that opportunity to catch up.Strength of Thousands #1: Kindled Magic, page 63.
Subsist
You try to provide food and shelter for yourself, and possibly others as well, with a standard of living as described here. The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty
Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.Failure You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter.Critical Failure You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing.Core Rulebook, page 240.
Requirements You have at least one spell active with a sustained duration, and you are not fatigued.
Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as "sustained up to 1 minute" or "sustained up to 1 hour").
If your Sustain a Spell action is disrupted, the spell immediately ends.
Core Rulebook, page 304.
Requirements You have at least one magic item activation that you can sustain and you are not fatigued.
Choose one magic item activation with a sustained duration you have in effect. The duration of that activation continues until the end of your next turn. Some activations may have slightly different or expanded effects if you sustain them. Sustaining an Activation for more than 10 minutes (100 rounds) ends the activation and makes you fatigued unless the item's description states a different maximum duration (such as "up to 1 minute" or "up to 1 hour").
If your Sustain an Activation action is disrupted, the item's effect immediately ends.
Core Rulebook, page 534.
Skill Athletics (untrained)
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you're submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown (as described on page 478). If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
If you end your turn in water and haven't succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don't sink or move with the current that turn.
Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).Critical Failure You make no progress, and if you're holding your breath, you lose 1 round of air.Core Rulebook, page 243.