Actions: T

20 actions, from Tail Toxin to Tumble Through.

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Tail Toxin · Take a Breather · Take Control · Take Cover · Tap Ley Line · Ten Paces · Thamorouk's Reload · That's Not Everyone · Thoughtful Reload · Threatening Approach · Topple Crates · Touch and Go · Toxic Skin · Track · Travel · Treat Disease · Treat Poison · Treat Wounds · Trip · Tumble Through

Tail Toxin [>]

kobold poison 

Ancestry Kobold; Heritage Venomtail

Frequency once per day

Requirements You are wielding a piercing or slashing weapon.

You apply your tail's venom to a piercing or slashing weapon. If your next Strike with that weapon before the end of your next turn hits and deals damage, you deal persistent poison damage equal to your level to the target.

Advanced Player’s Guide, page 14.

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Take a Breather

exploration 

Variant Rule Inspiration

Cost 1 Resolve Point

You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.

Gamemastery Guide, page 200.

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Take Control [>]

manipulate 

Variant Rule Vehicles

Requirements You are aboard the vehicle and adjacent to its controls.

You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity.

Gamemastery Guide, page 176.

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Take Cover [>]

Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are prone.

You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.

Core Rulebook, page 471.

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Tap Ley Line [>]

concentrate 

Skill Arcana, Nature, Occultism, Religion (trained)

Variant Rule Ley Lines

You attempt to manipulate the magical essence of a ley line that you're aware of within 30 feet. The GM determines the DC based on the hard DC for the ley line's level.

Critical Success You gain the ley line's benefits until the end of your next turn.Success You gain the ley line's benefits until the end of your turn.Failure You take mental damage equal to 1d6 × the ley line's level. You can't Tap the Ley Line again for 1 hour.Critical Failure As failure, and you're subject to the ley line's backlash effect. You can't Tap the Ley Line again for 24 hours.

Secrets of Magic, page 215.

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Ten Paces [F]

gunslinger 

Class Gunslinger; Subclass Pistolero

Trigger You roll Initiative.

You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.

Guns & Gears, page 109.

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Thamorouk's Reload [>]

gunslinger 

Class Gunslinger; Subclass Pistolero

Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.

Guns & Gears, page 109.

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That's Not Everyone

exploration 

Trigger The PCs complete Break the Chains

The enslaved members of the Jewelers' Guild were not all kept in one place. If the PCs intend to rescue all three assistants and Benneb, the missing antiquities dealer from Finderplain, they need to repeat either the Break the Chains or Locked Doors Obstacle a second time. The PCs can skip this Complication, but doing so impacts their rewards (page 30).

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

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Thoughtful Reload [>]

gunslinger 

As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a Recall Knowledge check against an opponent you can see and then Interact to reload.

Guns & Gears, page 140.

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Threatening Approach [>>]

Ancestry Lizardfolk; Heritage Frilled

You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.

LOCG, page 57.

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Topple Crates

manipulate 

Requirements You are adjacent to a column of crates.

You attempt to topple a stack of heavy crates onto a foe. Attempt a DC 22 Athletics check.

Success You topple the crates toward a target within a 15-foot line from the column. The falling crates deal 3d10+6 bludgeoning damage with a DC 26 basic Reflex save. A creature that critically fails is also knocked prone. Any squares where crates crashed down become difficult terrain.Failure You are unable to topple the crates.Critical Failure The crates topple onto you instead, with the same effects as a success but affecting only you and your square.

Age of Ashes #3: Tomorrow Must Burn, page 31.

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Touch and Go [>]

gunslinger 

Class Gunslinger; Subclass Triggerbrand

Requirements You're wielding a combination weapon.

Your body's shadows mask your hands' steel. You can Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload.

LOIL, page 108.

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Toxic Skin [R]

grippli poison 

Ancestry grippli; Heritage poisonhide

Frequency once per hour

Trigger A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you.

You exude a deadly toxin. The triggering creature takes 1d4 poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by 1d4.

LOME, page 119.

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Track

concentrate exploration move 

Skill Survival (trained)

You follow tracks, moving at up to half your travel Speed.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.

You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.

Success You find the trail or continue to follow the one you're already following.Failure You lose the trail but can try again after a 1-hour delay.Critical Failure You lose the trail and can't try again for 24 hours.

Core Rulebook, page 252.

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Travel

move 

Variant Rule Hexploration

You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain.

The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain.

Gamemastery Guide, page 172.

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Treat Disease

downtime manipulate 

Skill Medicine (trained)

Requirements You are holding healer's tools, or you are wearing them and have a hand free.

You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.

Core Rulebook, page 248.

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Treat Poison [>]

manipulate 

Skill Medicine (trained)

Requirements You are holding healer's tools, or you are wearing them and have a hand free.

You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.

Core Rulebook, page 248.

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Treat Wounds

exploration healing manipulate 

Skill Medicine (trained)

Requirements You are holding healer's tools, or you are wearing them and have a hand free.

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains.

Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.Success The target regains 2d8 Hit Points, and its wounded condition is removed.Critical Failure The target takes 1d8 damage

Core Rulebook, page 248.

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Trip [>]

attack 

Skill Athletics (untrained)

Requirements You have at least one hand free. Your target can't be more than one size larger than you.

You try to knock an opponent to the ground. Attempt an Athletics check against the target's Reflex DC.

Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.Success The target falls and lands prone.Critical Failure You lose your balance and fall and land prone.

Core Rulebook, page 243.

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Tumble Through [>]

move 

Skill Acrobatics (untrained)

You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

Success You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure.Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Core Rulebook, page 240.

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