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-[{"skill_mod":{},"summary":"Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a saving throw against a magical effect, but you haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1","weakness":{},"name":"Call on Ancient Blood","actions_number":1,"id":"action-1","text":" Call on Ancient Blood Reaction Source Core Rulebook pg. 35 Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet. --- Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1"},{"skill_mod":{},"summary":"You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced …","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"cost":"1 batch of infused reagents","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools .","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2","weakness":{},"name":"Quick Alchemy","trait":["Alchemist","Manipulate"],"actions_number":2,"id":"action-2","text":" Quick Alchemy Single Action Source Core Rulebook pg. 72 Cost 1 batch of infused reagents Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools. --- You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2"},{"skill_mod":{},"summary":"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. This …","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren’t fatigued or raging.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3","weakness":{},"name":"Rage","trait":["Barbarian","Concentrate","Emotion","Mental"],"actions_number":2,"id":"action-3","text":" Rage Single Action Source Core Rulebook pg. 84 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. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You use the Rage action on your turn.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4","weakness":{},"name":"Mighty Rage","trait":["Barbarian"],"actions_number":0,"id":"action-4","text":" Mighty Rage Free Action Source Core Rulebook pg. 85 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An enemy damages your ally, and both are within 15 feet of you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=5","weakness":{},"name":"Retributive Strike","trait":["Champion"],"actions_number":1,"id":"action-5","text":" Retributive Strike Reaction Source Core Rulebook pg. 107 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-5"},{"skill_mod":{},"summary":"Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: The …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An enemy damages your ally, and both are within 15 feet of you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=6","weakness":{},"name":"Glimpse of Redemption","trait":["Champion"],"actions_number":1,"id":"action-6","text":" Glimpse of Redemption Reaction Source Core Rulebook pg. 107 Trigger An enemy damages your ally, and both are within 15 feet of you. --- Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: The ally is unharmed by the triggering damage. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-6"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An enemy damages, Grabs , or Grapples your ally, and both are within 15 feet of you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=7","weakness":{},"name":"Liberating Step","trait":["Champion"],"actions_number":1,"id":"action-7","text":" Liberating Step Reaction Source Core Rulebook pg. 107 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-7"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"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.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=8","weakness":{},"name":"Attack of Opportunity","actions_number":1,"id":"action-8","text":" Attack of Opportunity Reaction Source Core Rulebook pg. 142 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-8"},{"skill_mod":{},"summary":"Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple …","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=9","weakness":{},"name":"Flurry of Blows","trait":["Flourish","Monk"],"actions_number":2,"id":"action-9","text":" Flurry of Blows Single Action Source Core Rulebook pg. 156 --- Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-9"},{"skill_mod":{},"summary":"You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be …","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=10","weakness":{},"name":"Hunt Prey","trait":["Concentrate","Ranger"],"actions_number":2,"id":"action-10","text":" Hunt Prey Single Action Source Core Rulebook pg. 168 --- You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-10"},{"skill_mod":{},"summary":"You apply one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your Strike hits a flat-footed creature and deals damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=11","weakness":{},"name":"Debilitating Strike","trait":["Rogue"],"actions_number":0,"id":"action-11","text":" Debilitating Strike Free Action Source Core Rulebook pg. 182 Trigger Your Strike hits a flat-footed creature and deals damage. --- You apply one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1. ","category":"action","actions":"Free Action","rarity":"common","slug":"action-11"},{"skill_mod":{},"summary":"The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your Strike hits a flat-footed creature and deals damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=12","weakness":{},"name":"Master Strike","trait":["Incapacitation","Rogue"],"actions_number":0,"id":"action-12","text":" Master Strike Free Action Source Core Rulebook pg. 183 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).","category":"action","actions":"Free Action","rarity":"common","slug":"action-12"},{"skill_mod":{},"summary":"You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you …","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=13","frequency":"once per day","weakness":{},"name":"Drain Bonded Item","trait":["Arcane","Wizard"],"actions_number":0,"id":"action-13","text":" Drain Bonded Item Free Action Source Core Rulebook pg. 205 Frequency once per day --- You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.","category":"action","actions":"Free Action","rarity":"common","slug":"action-13"},{"skill_mod":{},"summary":"The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious , …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The badger isn’t fatigued or raging.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=14","weakness":{},"name":"Badger Rage","trait":["Concentrate","Emotion","Mental"],"actions_number":2,"id":"action-14","text":" Badger Rage Single Action Source Core Rulebook pg. 215 Requirements The badger isn’t fatigued or raging. --- The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can’t voluntarily stop raging. While raging, the badger is affected in the following ways. It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks. It takes a –1 penalty to AC. It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging. After it has stopped raging, it can’t use Badger Rage again for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-14"},{"skill_mod":{},"summary":"The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed , as if the bear had successfully …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The bear’s last action was a successful claw Strike.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=15","weakness":{},"name":"Bear Hug","actions_number":2,"id":"action-15","text":" Bear Hug Single Action Source Core Rulebook pg. 215 Requirements The bear’s last action was a successful claw Strike. --- The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-15"},{"skill_mod":{},"summary":"The bird Flies and makes a talon Strike at any point along the way.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=16","weakness":{},"name":"Flyby Attack","actions_number":4,"id":"action-16","text":" Flyby Attack Two Actions Source Core Rulebook pg. 215 --- The bird Flies and makes a talon Strike at any point along the way.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-16"},{"skill_mod":{},"summary":"The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=17","weakness":{},"name":"Cat Pounce","trait":["Flourish"],"actions_number":2,"id":"action-17","text":" Cat Pounce Single Action Source Core Rulebook pg. 215 --- The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.","category":"action","actions":"Single Action","rarity":"common","slug":"action-17"},{"skill_mod":{},"summary":"The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=18","weakness":{},"name":"Darting Attack","trait":["Flourish"],"actions_number":2,"id":"action-18","text":" Darting Attack Single Action Source Core Rulebook pg. 216 --- The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-18"},{"skill_mod":{},"summary":"The horse Strides twice at a +10-foot circumstance bonus to Speed.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=19","weakness":{},"name":"Gallop","trait":["Move"],"actions_number":4,"id":"action-19","text":" Gallop Two Actions Source Core Rulebook pg. 216 --- The horse Strides twice at a +10-foot circumstance bonus to Speed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-19"},{"skill_mod":{},"summary":"The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The snake has a smaller creature grabbed .","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=20","weakness":{},"name":"Constrict","actions_number":2,"id":"action-20","text":" Constrict Single Action Source Core Rulebook pg. 216 Requirements The snake has a smaller creature grabbed. --- The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized animal companion, increase this damage to 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-20"},{"skill_mod":{},"summary":"The wolf automatically knocks the target of its jaws Strike prone .","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The animal companion’s last action was a successful jaws Strike.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=21","weakness":{},"name":"Knockdown","actions_number":2,"id":"action-21","text":" Knockdown Single Action Source Core Rulebook pg. 216 Requirements The animal companion’s last action was a successful jaws Strike. --- The wolf automatically knocks the target of its jaws Strike prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-21"},{"skill_mod":{},"summary":"You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=22","weakness":{},"name":"Decipher Writing","trait":["Concentrate","Exploration","Secret"],"id":"action-22","text":" Decipher Writing Source Core Rulebook pg. 234 --- You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead. The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text. Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation. Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it. Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message. Sample Decipher Writing Tasks Trained entry-level philosophy treatise Expert complex code, such as a cipher Master spymaster’s code or advanced research notes Legendary esoteric planar text written in metaphor by an ancient celestial","category":"action","rarity":"common","slug":"action-22"},{"skill_mod":{},"summary":"You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=23","weakness":{},"name":"Earn Income","trait":["Downtime"],"id":"action-23","text":" Earn Income Source Core Rulebook pg. 236 --- You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing. When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned). You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years. ## Table 4-2: Income Earned Task Level DC Failed Trained Expert Master Legendary 0 14 1 cp 5 cp 5 cp 5 cp 5 cp 1 15 2 cp 2 sp 2 sp 2 sp 2 sp 2 16 4 cp 3 sp 3 sp 3 sp 3 sp 3 18 8 cp 5 sp 5 sp 5 sp 5 sp 4 19 1 sp 7 sp 8 sp 8 sp 8 sp 5 20 2 sp 9 sp 1 gp 1 gp 1 gp 6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp 7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp 8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp 9 26 6 sp 3 gp 4 gp 4 gp 4 gp 10 27 7 sp 4 gp 5 gp 6 gp 6 gp 11 28 8 sp 5 gp 6 gp 8 gp 8 gp 12 30 9 sp 6 gp 8 gp 10 gp 10 gp 13 31 1 gp 7 gp 10 gp 15 gp 15 gp 14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp 15 34 2 gp 10 gp 20 gp 28 gp 28 gp 16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp 17 36 3 gp 15 gp 30 gp 45 gp 55 gp 18 38 4 gp 20 gp 45 gp 70 gp 90 gp 19 39 6 gp 30 gp 60 gp 100 gp 130 gp 20 40 8 gp 40 gp 75 gp 150 gp 200 gp 20 (critical success) — — 50 gp 90 gp 175 gp 300 gp Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank. Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank. Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task. Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future. Sample Earn Income Tasks These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. Trained bartend, do legal research Expert curate drink selection, present minor court cases Master run a large brewery, present important court cases Legendary run an international brewing franchise, present a case in Hell’s courts","category":"action","rarity":"common","slug":"action-23"},{"skill_mod":{},"summary":"Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=24","weakness":{},"name":"Identify Magic","trait":["Concentrate","Exploration","Secret"],"id":"action-24","text":" Identify Magic Source Core Rulebook pg. 238 --- Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it. Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed. Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success. Failure You fail to identify the magic and can’t try again for 1 day. Critical Failure You misidentify the magic as something else of the GM’s choice.","category":"action","rarity":"common","slug":"action-24"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=25","weakness":{},"name":"Learn a Spell","trait":["Concentrate","Exploration"],"id":"action-25","text":" Learn a Spell Source Core Rulebook pg. 238 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: Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. Have materials with the Price indicated in Table 4–3. Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs. 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. ## Table 4-3: Learning a Spell Spell Level Price Typical DC 1st or cantrip 2 gp 15 2nd 6 gp 18 3rd 16 gp 20 4th 36 gp 23 5th 70 gp 26 6th 140 gp 28 7th 300 gp 31 8th 650 gp 34 9th 1,500 gp 36 10th 7,000 gp 41 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.","category":"action","rarity":"common","slug":"action-25"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=26","weakness":{},"name":"Recall Knowledge","trait":["Concentrate","Secret"],"actions_number":2,"id":"action-26","text":" Recall Knowledge Single Action Source Core Rulebook pg. 239 --- 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. The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks. Arcana : Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. Crafting : Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. Lore : The subject of the Lore skill's subcategory. Medicine : Diseases, poisons, wounds, and forensics. Nature : The environment, flora, geography, weather, creatures of natural origin, and natural planes. Occultism : Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. Religion : Divine agents, divine planes, theology, obscure myths, and creatures of religious significance. Society : Local history, key personalities, legal institutions, societal structure, and humanoid culture. The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score. Sample Recall Knowledge Tasks These examples use Society or Religion. Untrained name of a ruler, key noble, or major deity Trained line of succession for a major noble family, core doctrines of a major deity Expert genealogy of a minor noble, teachings of an ancient priest Master hierarchy of a genie noble court, major extraplanar temples of a deity Legendary existence of a long-lost noble heir, secret doctrines of a religion","category":"action","actions":"Single Action","rarity":"common","slug":"action-26"},{"skill_mod":{},"summary":"You try to provide food and shelter for yourself, and possibly others as well, with a standard of living . The GM determines the DC based on the …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=27","weakness":{},"name":"Subsist","trait":["Downtime"],"id":"action-27","text":" Subsist Source Core Rulebook pg. 240 --- You try to provide food and shelter for yourself, and possibly others as well, with a standard of living. 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. Sample Subsist Tasks Untrained lush forest with calm weather or large city with plentiful resources Trained typical hillside or village Expert typical mountains or insular hamlet Master typical desert or city under siege Legendary barren wasteland or city of undead","category":"action","rarity":"common","slug":"action-27"},{"skill_mod":{},"summary":"You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a square that contains a narrow surface, uneven ground, or another similar feature.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=28","weakness":{},"name":"Balance","trait":["Move"],"actions_number":2,"id":"action-28","text":" Balance Single Action Source Core Rulebook pg. 240 Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature. --- You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground. Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends. Sample Balance Tasks Untrained tangled roots, uneven cobblestones Trained wooden beam Expert deep, loose gravel Master tightrope, smooth sheet of ice Legendary razor’s edge, chunks of floor falling in midair","category":"action","actions":"Single Action","rarity":"common","slug":"action-28"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=29","weakness":{},"name":"Tumble Through","trait":["Move"],"actions_number":2,"id":"action-29","text":" Tumble Through Single Action Source Core Rulebook pg. 240 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-29"},{"skill_mod":{},"summary":"You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=30","weakness":{},"name":"Maneuver in Flight","trait":["Move"],"actions_number":2,"id":"action-30","text":" Maneuver in Flight Single Action Source Core Rulebook pg. 240 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. Sample Maneuver in Flight Tasks Trained steep ascent or descent Expert fly against the wind, hover midair Master reverse direction Legendary fly through gale force winds","category":"action","actions":"Single Action","rarity":"common","slug":"action-30"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=31","weakness":{},"name":"Squeeze","trait":["Exploration","Move"],"id":"action-31","text":" Squeeze Source Core Rulebook pg. 241 --- 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. Sample Squeeze Tasks Trained space barely fitting your shoulders Master space barely fitting your head","category":"action","rarity":"common","slug":"action-31"},{"skill_mod":{},"summary":"If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=32","weakness":{},"name":"Borrow an Arcane Spell","trait":["Concentrate","Exploration"],"id":"action-32","text":" Borrow an Arcane Spell Source Core Rulebook pg. 241 --- If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than Learning the Spell. Success You prepare the borrowed spell as part of your normal spell preparation. Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to prepare this spell until the next time you prepare spells.","category":"action","rarity":"common","slug":"action-32"},{"skill_mod":{},"summary":"You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have both hands free.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=33","weakness":{},"name":"Climb","trait":["Move"],"actions_number":2,"id":"action-33","text":" Climb Single Action Source Core Rulebook pg. 241 Requirements You have both hands free. --- You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed. Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet). Critical Failure You fall. If you began the climb on stable ground, you fall and land prone. Sample Climb Tasks Untrained ladder, steep slope, low-branched tree Trained rigging, rope, typical tree Expert wall with small handholds and footholds Master ceiling with handholds and footholds, rock wall Legendary smooth surface","category":"action","actions":"Single Action","rarity":"common","slug":"action-33"},{"skill_mod":{},"summary":"Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=34","weakness":{},"name":"Force Open","trait":["Attack"],"actions_number":2,"id":"action-34","text":" Force Open Single Action Source Core Rulebook pg. 242 --- Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open. Critical Success You open the door, window, container, or gate and can avoid damaging it in the process. Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken. Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open. Sample Force Open Tasks Untrained fabric, flimsy glass Trained ice, sturdy glass Expert flimsy wooden door, wooden portcullis Master sturdy wooden door, iron portcullis, metal bar Legendary stone or iron door","category":"action","actions":"Single Action","rarity":"common","slug":"action-34"},{"skill_mod":{},"summary":"You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one free hand or have your target grappled or restrained . Your target isn't more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=35","weakness":{},"name":"Grapple","trait":["Attack"],"actions_number":2,"id":"action-35","text":" Grapple Single Action Source Core Rulebook pg. 242 Requirements You have at least one free hand or have your target grappled or restrained. Your target isn't more than one size larger than you. --- You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free. Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes. Success Your target is grabbed until the end of your next turn unless you move or your target Escapes. Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on that creature or object end. Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-35"},{"skill_mod":{},"summary":"You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=36","weakness":{},"name":"High Jump","actions_number":4,"id":"action-36","text":" High Jump Two Actions Source Core Rulebook pg. 242 --- You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet. Success Increase the maximum vertical distance to 5 feet. Failure You Leap normally. Critical Failure You don’t Leap at all, and instead you fall prone in your space.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-36"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=37","weakness":{},"name":"Long Jump","actions_number":4,"id":"action-37","text":" Long Jump Two Actions Source Core Rulebook pg. 242 --- 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-37"},{"skill_mod":{},"summary":"You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. The target can’t be more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=38","weakness":{},"name":"Shove","trait":["Attack"],"actions_number":2,"id":"action-38","text":" Shove Single Action Source Core Rulebook pg. 243 Requirements You have at least one hand free. The target can’t be more than one size larger than you. --- You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC. Critical Success You push your target 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 target 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-38"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=39","weakness":{},"name":"Swim","trait":["Move"],"actions_number":2,"id":"action-39","text":" Swim Single Action Source Core Rulebook pg. 243 --- 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. 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. Sample Swim Tasks Untrained lake or other still water Trained flowing water, like a river Expert swiftly flowing river Master stormy sea Legendary maelstrom, waterfall","category":"action","actions":"Single Action","rarity":"common","slug":"action-39"},{"skill_mod":{},"summary":"You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC. ","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. Your target can’t be more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=40","weakness":{},"name":"Trip","trait":["Attack"],"actions_number":2,"id":"action-40","text":" Trip Single Action Source Core Rulebook pg. 243 Requirements You have at least one hand free. Your target can’t be more than one size larger than you. --- You try to knock a creature 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-40"},{"skill_mod":{},"summary":"You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. The target can’t be more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=41","weakness":{},"name":"Disarm","trait":["Attack"],"actions_number":2,"id":"action-41","text":" Disarm Single Action Source Core Rulebook pg. 243 Requirements You have at least one hand free. The target can’t be more than one size larger than you. --- You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure You lose your balance and become flat-footed until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-41"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a repair kit .","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=42","weakness":{},"name":"Repair","trait":["Exploration","Manipulate"],"id":"action-42","text":" Repair Source Core Rulebook pg. 243 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.","category":"action","rarity":"common","slug":"action-42"},{"skill_mod":{},"summary":"You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=43","weakness":{},"name":"Craft","trait":["Downtime","Manipulate"],"id":"action-43","text":" Craft Source Core Rulebook pg. 244 --- You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares. To Craft an item, you must meet the following requirements: The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item; see Getting Formulas for more information. You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items. You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar. Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. ## Table 4-2: Income Earned Task Level DC Failed Trained Expert Master Legendary 0 14 1 cp 5 cp 5 cp 5 cp 5 cp 1 15 2 cp 2 sp 2 sp 2 sp 2 sp 2 16 4 cp 3 sp 3 sp 3 sp 3 sp 3 18 8 cp 5 sp 5 sp 5 sp 5 sp 4 19 1 sp 7 sp 8 sp 8 sp 8 sp 5 20 2 sp 9 sp 1 gp 1 gp 1 gp 6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp 7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp 8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp 9 26 6 sp 3 gp 4 gp 4 gp 4 gp 10 27 7 sp 4 gp 5 gp 6 gp 6 gp 11 28 8 sp 5 gp 6 gp 8 gp 8 gp 12 30 9 sp 6 gp 8 gp 10 gp 10 gp 13 31 1 gp 7 gp 10 gp 15 gp 15 gp 14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp 15 34 2 gp 10 gp 20 gp 28 gp 28 gp 16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp 17 36 3 gp 15 gp 30 gp 45 gp 55 gp 18 38 4 gp 20 gp 45 gp 70 gp 90 gp 19 39 6 gp 30 gp 60 gp 100 gp 130 gp 20 40 8 gp 40 gp 75 gp 150 gp 200 gp 20 (critical success) — — 50 gp 90 gp 175 gp 300 gp ","category":"action","rarity":"common","slug":"action-43"},{"skill_mod":{},"summary":"You can identify the nature of an alchemical item with 10 minutes of testing using alchemist’s tools. If your attempt is interrupted in any way, you …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have alchemist’s tools .","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=44","weakness":{},"name":"Identify Alchemy","trait":["Concentrate","Exploration","Secret"],"id":"action-44","text":" Identify Alchemy Source Core Rulebook pg. 245 Requirements You have alchemist’s tools. --- You can identify the nature of an alchemical item with 10 minutes of testing using alchemist’s tools. If your attempt is interrupted in any way, you must start over. Success You identify the item and the means of activating it. Failure You fail to identify the item but can try again. Critical Failure You misidentify the item as another item of the GM’s choice.","category":"action","rarity":"common","slug":"action-44"},{"skill_mod":{},"summary":"With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=45","weakness":{},"name":"Create a Diversion","trait":["Mental"],"actions_number":2,"id":"action-45","text":" Create a Diversion Single Action Source Core Rulebook pg. 245 --- With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits. Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute. Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you 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. Failure You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.","category":"action","actions":"Single Action","rarity":"common","slug":"action-45"},{"skill_mod":{},"summary":"You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=46","weakness":{},"name":"Impersonate","trait":["Concentrate","Exploration","Manipulate","Secret"],"id":"action-46","text":" Impersonate Source Core Rulebook pg. 245 --- You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others. Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes. Failure The creature can tell you’re not who you claim to be. Critical Failure The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.","category":"action","rarity":"common","slug":"action-46"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=47","weakness":{},"name":"Lie","trait":["Auditory","Concentrate","Linguistic","Mental","Secret"],"id":"action-47","text":" Lie Source Core Rulebook pg. 246 --- 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.","category":"action","rarity":"common","slug":"action-47"},{"skill_mod":{},"summary":"With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are within melee reach of the opponent you attempt to Feint.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=48","weakness":{},"name":"Feint","trait":["Mental"],"actions_number":2,"id":"action-48","text":" Feint Single Action Source Core Rulebook pg. 246 Requirements You are within melee reach of the opponent you attempt to Feint. --- With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC. Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn. Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn. Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-48"},{"skill_mod":{},"summary":"You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=49","weakness":{},"name":"Gather Information","trait":["Exploration","Secret"],"id":"action-49","text":" Gather Information Source Core Rulebook pg. 246 --- You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Success You collect information about the individual or topic. The GM determines the specifics. Critical Failure You collect incorrect information about the individual or topic. Sample Gather Information Tasks Untrained talk of the town Trained common rumor Expert obscure rumor, poorly guarded secret Master well-guarded or esoteric information Legendary information known only to an incredibly select few, or only to extraordinary beings","category":"action","rarity":"common","slug":"action-49"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=50","weakness":{},"name":"Make an Impression","trait":["Auditory","Concentrate","Exploration","Linguistic","Mental"],"id":"action-50","text":" Make an Impression Source Core Rulebook pg. 246 --- 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.","category":"action","rarity":"common","slug":"action-50"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=51","weakness":{},"name":"Request","trait":["Auditory","Concentrate","Linguistic","Mental"],"actions_number":2,"id":"action-51","text":" Request Single Action Source Core Rulebook pg. 247 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-51"},{"skill_mod":{},"summary":"With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=52","weakness":{},"name":"Coerce","trait":["Auditory","Concentrate","Emotion","Exploration","Linguistic","Mental"],"id":"action-52","text":" Coerce Source Core Rulebook pg. 247 --- With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions page. Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term. Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.","category":"action","rarity":"common","slug":"action-52"},{"skill_mod":{},"summary":"With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=53","weakness":{},"name":"Demoralize","trait":["Auditory","Concentrate","Emotion","Fear","Mental"],"actions_number":2,"id":"action-53","text":" Demoralize Single Action Source Core Rulebook pg. 247 --- With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Critical Success The target becomes frightened 2. Success The target becomes frightened 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-53"},{"skill_mod":{},"summary":"You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=54","weakness":{},"name":"Administer First Aid","trait":["Manipulate"],"actions_number":4,"id":"action-54","text":" Administer First Aid Two Actions Source Core Rulebook pg. 248 Requirements You are holding healer's tools, or you are wearing them and have a hand free --- You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-54"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=55","weakness":{},"name":"Treat Disease","trait":["Downtime","Manipulate"],"id":"action-55","text":" Treat Disease Source Core Rulebook pg. 248 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.","category":"action","rarity":"common","slug":"action-55"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=56","weakness":{},"name":"Treat Poison","trait":["Manipulate"],"actions_number":2,"id":"action-56","text":" Treat Poison Single Action Source Core Rulebook pg. 248 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-56"},{"skill_mod":{},"summary":"You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=57","weakness":{},"name":"Treat Wounds","trait":["Exploration","Healing","Manipulate"],"id":"action-57","text":" Treat Wounds Source Core Rulebook pg. 249 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. ## Treat Wounds Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert 20 2d8+10 4d8+10 Master 30 2d8+30 4d8+30 Legendary 40 2d8+50 4d8+50 Rolling against a higher DC is optional. 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.","category":"action","rarity":"common","slug":"action-57"},{"skill_mod":{},"summary":"You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=58","weakness":{},"name":"Command an Animal","trait":["Auditory","Concentrate"],"actions_number":2,"id":"action-58","text":" Command an Animal Single Action Source Core Rulebook pg. 249 --- You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike. Success The animal does as you command on its next turn. Failure The animal is hesitant or resistant, and it does nothing. Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.","category":"action","actions":"Single Action","rarity":"common","slug":"action-58"},{"skill_mod":{},"summary":"When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=59","weakness":{},"name":"Perform","trait":["Concentrate"],"actions_number":2,"id":"action-59","text":" Perform Single Action Source Core Rulebook pg. 250 --- When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Critical Success Your performance impresses the observers, and they’re likely to share stories of your ability. Success You prove yourself, and observers appreciate the quality of your performance. Failure Your performance falls flat. Critical Failure You demonstrate only incompetence. Sample Perform Tasks Untrained audience of commoners Trained audience of artisans Expert audience of merchants or minor nobles Master audience of high nobility or minor royalty Legendary audience of major royalty or otherworldly beings","category":"action","actions":"Single Action","rarity":"common","slug":"action-59"},{"skill_mod":{},"summary":"You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=60","weakness":{},"name":"Create Forgery","trait":["Downtime","Secret"],"id":"action-60","text":" Create Forgery Source Core Rulebook pg. 251 --- You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so. If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person’s handwriting, you need a sample of that person’s handwriting. If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document. An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery). Success The observer does not detect the forgery. Failure The observer knows your document is a forgery.","category":"action","rarity":"common","slug":"action-60"},{"skill_mod":{},"summary":"You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=61","weakness":{},"name":"Conceal an Object","trait":["Manipulate","Secret"],"actions_number":2,"id":"action-61","text":" Conceal an Object Single Action Source Core Rulebook pg. 251 --- You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success). You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object. Success The object remains undetected. Failure The searcher finds the object.","category":"action","actions":"Single Action","rarity":"common","slug":"action-61"},{"skill_mod":{},"summary":"You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=62","weakness":{},"name":"Hide","trait":["Secret"],"actions_number":2,"id":"action-62","text":" Hide Single Action Source Core Rulebook pg. 251 --- You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check. Success If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition. 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-62"},{"skill_mod":{},"summary":"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, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=63","weakness":{},"name":"Sneak","trait":["Move","Secret"],"actions_number":2,"id":"action-63","text":" Sneak Single Action Source Core Rulebook pg. 252 --- 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. You become observed as soon as you do anything other than 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 you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-63"},{"skill_mod":{},"summary":"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, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=64","weakness":{},"name":"Sense Direction","trait":["Exploration","Secret"],"id":"action-64","text":" Sense Direction Source Core Rulebook pg. 252 --- 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 exactly. Success 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. Sample Sense Direction Tasks Untrained determine a cardinal direction using the sun Trained find an overgrown path in a forest Expert navigate a hedge maze Master navigate a byzantine labyrinth or relatively featureless desert Legendary navigate an ever-changing dream realm","category":"action","rarity":"common","slug":"action-64"},{"skill_mod":{},"summary":"You cover your tracks, moving up to half your travel speed . You don’t need to attempt a Survival check to cover your tracks, but anyone tracking …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=65","weakness":{},"name":"Cover Tracks","trait":["Concentrate","Exploration","Move"],"id":"action-65","text":" Cover Tracks Source Core Rulebook pg. 252 --- You cover your tracks, moving up to half your travel speed. You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.","category":"action","rarity":"common","slug":"action-65"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=66","weakness":{},"name":"Track","trait":["Concentrate","Exploration","Move"],"id":"action-66","text":" Track Source Core Rulebook pg. 252 --- 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. Sample Track Tasks Untrained the path of a large army following a road Trained relatively fresh tracks of a rampaging bear through the plains Expert a nimble panther's tracks through a jungle, tracks obscured by rainfall Master tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane","category":"action","rarity":"common","slug":"action-66"},{"skill_mod":{},"summary":"Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=67","weakness":{},"name":"Palm an Object","trait":["Manipulate"],"actions_number":2,"id":"action-67","text":" Palm an Object Single Action Source Core Rulebook pg. 253 --- Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. Success The creature does not notice you Palming the Object. Failure The creature notices you Palming the Object, and the GM determines the creature’s response.","category":"action","actions":"Single Action","rarity":"common","slug":"action-67"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=68","weakness":{},"name":"Steal","trait":["Manipulate"],"actions_number":2,"id":"action-68","text":" Steal Single Action Source Core Rulebook pg. 253 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-68"},{"skill_mod":{},"summary":"This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Some devices require you to use thieves’ tools when disabling them.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=69","weakness":{},"name":"Disable a Device","trait":["Manipulate"],"actions_number":4,"id":"action-69","text":" Disable a Device Two Actions Source Core Rulebook pg. 253 Requirements Some devices require you to use thieves’ tools when disabling them. --- This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it. Your Thievery check result determines how much progress you make. Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. Success You disable the device, or you achieve one success toward disabling a complex device. Critical Failure You trigger the device.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-69"},{"skill_mod":{},"summary":"Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have thieves’ tools .","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=70","weakness":{},"name":"Pick a Lock","trait":["Manipulate"],"actions_number":4,"id":"action-70","text":" Pick a Lock Two Actions Source Core Rulebook pg. 253 Requirements You have thieves’ tools. --- Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found in their description). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock. Critical Success You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. Success You open the lock, or you achieve one success toward opening a complex lock. Critical Failure You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves’ tools).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-70"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=71","weakness":{},"name":"Refocus","trait":["Concentrate","Exploration"],"id":"action-71","text":" Refocus Source Core Rulebook pg. 300 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.","category":"action","rarity":"common","slug":"action-71"},{"skill_mod":{},"summary":"You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=72","weakness":{},"name":"Cast a Spell","id":"action-72","text":" Cast a Spell Source Core Rulebook pg. 302 --- You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs. Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, “Reaction verbal.” Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below). Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as “Three Actions material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell. Material (manipulate) Somatic (manipulate) Verbal (concentrate) Focus (manipulate) Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear here.","category":"action","rarity":"common","slug":"action-72"},{"remaster_name":["Sustain"],"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one spell active with a sustained duration, and you are not fatigued.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=73","weakness":{},"name":"Sustain a Spell","trait":["Concentrate"],"actions_number":2,"id":"action-73","text":" Sustain a Spell Single Action Source Core Rulebook pg. 304 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-73"},{"skill_mod":{},"summary":"You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=74","weakness":{},"name":"Dismiss","trait":["Concentrate"],"actions_number":2,"id":"action-74","text":" Dismiss Single Action Source Core Rulebook pg. 305 --- You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.","category":"action","actions":"Single Action","rarity":"common","slug":"action-74"},{"skill_mod":{},"summary":"You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The ally is willing to accept your aid, and you have prepared to help (see below).","source":["Core Rulebook"],"trigger":" An ally is about to use an action that requires a skill check or attack roll.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=75","weakness":{},"name":"Aid","actions_number":1,"id":"action-75","text":" Aid Reaction Source Core Rulebook pg. 470 Trigger An ally is about to use an action that requires a skill check or attack roll. Requirements The ally is willing to accept your aid, and you have prepared to help (see below). --- You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally. When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls. Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4. Success You grant your ally a +1 circumstance bonus to the triggering check. Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-75"},{"skill_mod":{},"summary":"You move 5 feet by crawling and continue to stay prone.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are prone and your Speed is at least 10 feet.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=76","weakness":{},"name":"Crawl","trait":["Move"],"actions_number":2,"id":"action-76","text":" Crawl Single Action Source Core Rulebook pg. 470 Requirements You are prone and your Speed is at least 10 feet. --- You move 5 feet by crawling and continue to stay prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-76"},{"skill_mod":{},"summary":"You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your turn begins.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=77","weakness":{},"name":"Delay","actions_number":0,"id":"action-77","text":" Delay Free Action Source Core Rulebook pg. 470 Trigger Your turn begins. --- You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order. When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-77"},{"skill_mod":{},"summary":"You fall prone .","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=78","weakness":{},"name":"Drop Prone","trait":["Move"],"actions_number":2,"id":"action-78","text":" Drop Prone Single Action Source Core Rulebook pg. 470 --- You fall prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-78"},{"skill_mod":{},"summary":"You attempt to escape from being grabbed , immobilized , or restrained . Choose one creature, object, spell effect, hazard, or other impediment …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=79","weakness":{},"name":"Escape","trait":["Attack"],"actions_number":2,"id":"action-79","text":" Escape Single Action Source Core Rulebook pg. 470 --- You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-79"},{"skill_mod":{},"summary":"You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=80","weakness":{},"name":"Interact","trait":["Manipulate"],"actions_number":2,"id":"action-80","text":" Interact Single Action Source Core Rulebook pg. 470 --- You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.","category":"action","actions":"Single Action","rarity":"common","slug":"action-80"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=81","weakness":{},"name":"Leap","trait":["Move"],"actions_number":2,"id":"action-81","text":" Leap Single Action Source Core Rulebook pg. 470 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-81"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=82","weakness":{},"name":"Ready","trait":["Concentrate"],"actions_number":4,"id":"action-82","text":" Ready Two Actions Source Core Rulebook pg. 470 --- 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-82"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=83","weakness":{},"name":"Release","trait":["Manipulate"],"actions_number":0,"id":"action-83","text":" Release Free Action Source Core Rulebook pg. 470 --- 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-83"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=84","weakness":{},"name":"Seek","trait":["Concentrate","Secret"],"actions_number":2,"id":"action-84","text":" Seek Single Action Source Core Rulebook pg. 471 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-84"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=85","weakness":{},"name":"Sense Motive","trait":["Concentrate","Secret"],"actions_number":2,"id":"action-85","text":" Sense Motive Single Action Source Core Rulebook pg. 471 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-85"},{"skill_mod":{},"summary":"You stand up from prone .","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=86","weakness":{},"name":"Stand","trait":["Move"],"actions_number":2,"id":"action-86","text":" Stand Single Action Source Core Rulebook pg. 471 --- You stand up from prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-86"},{"skill_mod":{},"summary":"You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity , that can be triggered …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your Speed is at least 10 feet.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=87","weakness":{},"name":"Step","trait":["Move"],"actions_number":2,"id":"action-87","text":" Step Single Action Source Core Rulebook pg. 471 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-87"},{"skill_mod":{},"summary":"You move up to your Speed .","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=88","weakness":{},"name":"Stride","trait":["Move"],"actions_number":2,"id":"action-88","text":" Stride Single Action Source Core Rulebook pg. 471 --- You move up to your Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-88"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=89","weakness":{},"name":"Strike","trait":["Attack"],"actions_number":2,"id":"action-89","text":" Strike Single Action Source Core Rulebook pg. 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-89"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":" You are benefiting from cover, are near a feature that allows you to take cover, or are prone.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=90","weakness":{},"name":"Take Cover","actions_number":2,"id":"action-90","text":" Take Cover Single Action Source Core Rulebook pg. 471 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-90"},{"skill_mod":{},"summary":"You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.\r\n","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Core Rulebook"],"trigger":"You fall.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=91","weakness":{},"name":"Arrest a Fall","actions_number":1,"id":"action-91","text":" Arrest a Fall Reaction Source Core Rulebook pg. 472 Trigger You fall. Requirements You have a fly Speed. --- You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances. Success You fall gently, taking no damage from the fall.","category":"action","actions":"Reaction","rarity":"common","slug":"action-91"},{"skill_mod":{},"summary":"You avert your gaze from danger. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=92","weakness":{},"name":"Avert Gaze","actions_number":2,"id":"action-92","text":" Avert Gaze Single Action Source Core Rulebook pg. 472 --- You avert your gaze from danger. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-92"},{"skill_mod":{},"summary":"You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a burrow Speed.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=93","weakness":{},"name":"Burrow","trait":["Move"],"actions_number":2,"id":"action-93","text":" Burrow Single Action Source Core Rulebook pg. 472 Requirements You have a burrow Speed. --- You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.","category":"action","actions":"Single Action","rarity":"common","slug":"action-93"},{"skill_mod":{},"summary":"You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=94","weakness":{},"name":"Fly","trait":["Move"],"actions_number":2,"id":"action-94","text":" Fly Single Action Source Core Rulebook pg. 472 Requirements You have a fly Speed. --- You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-94"},{"skill_mod":{},"summary":"When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your hands are not tied behind your back or otherwise restrained","source":["Core Rulebook"],"trigger":"You fall from or past an edge or handhold.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=95","weakness":{},"name":"Grab an Edge","trait":["Manipulate"],"actions_number":1,"id":"action-95","text":" Grab an Edge Reaction Source Core Rulebook pg. 472 Trigger You fall from or past an edge or handhold. Requirements Your hands are not tied behind your back or otherwise restrained --- When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics. Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check. Critical Failure You continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.","category":"action","actions":"Reaction","rarity":"common","slug":"action-95"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=96","weakness":{},"name":"Mount","trait":["Move"],"actions_number":2,"id":"action-96","text":" Mount Single Action Source Core Rulebook pg. 472 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-96"},{"skill_mod":{},"summary":"You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":" A creature is undetected by one or more of your allies but isn’t undetected by you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=97","weakness":{},"name":"Point Out","trait":["Auditory","Manipulate","Visual"],"actions_number":2,"id":"action-97","text":" Point Out Single Action Source Core Rulebook pg. 472 Requirements A creature is undetected by one or more of your allies but isn’t undetected by you. --- You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.","category":"action","actions":"Single Action","rarity":"common","slug":"action-97"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=98","weakness":{},"name":"Raise a Shield","actions_number":2,"id":"action-98","text":" Raise a Shield Single Action Source Core Rulebook pg. 472 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-98"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one magic item activation that you can sustain and you are not fatigued","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=99","weakness":{},"name":"Sustain an Activation","trait":["Concentrate"],"actions_number":2,"id":"action-99","text":" Sustain an Activation Single Action Source Core Rulebook pg. 534 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-99"},{"skill_mod":{},"summary":"You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can Activate an Item with the invested trait only if it’s invested by you. If the item requires you to Interact with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item).","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=100","weakness":{},"name":"Activate an Item","id":"action-100","text":" Activate an Item Source Core Rulebook pg. 532 Requirements You can Activate an Item with the invested trait only if it’s invested by you. If the item requires you to Interact with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item). --- You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block. Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, “Activate Reaction command.” Long Activation Times Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the exploration trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar). Activation Components Each activation entry lists any components involved in the activation after the action icons or text, such as “Single Action command.” The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item. Command (auditory, concentrate) Envision (concentrate) Interact (manipulate) Cast a Spell Activation Components An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. ### Command This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and concentrate traits. You must be able to speak to provide this component. ### Envision This component is a specific image or phenomenon you need to imagine. Activate an Item gains the concentrate trait. ### Interact This component works like the Interact basic action. Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action. ### Cast a Spell If an item lists “Cast a Spell” after “Activate,” the activation requires you to use the Cast a Spell activity to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. In this case, Activate an Item gains all the traits from the relevant components of the Cast a Spell activity.","category":"action","rarity":"common","slug":"action-100"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=101","weakness":{},"name":"Strike","actions_number":2,"id":"action-101","text":" Activate Single Action Strike; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-101"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=102","weakness":{},"name":"Interact","actions_number":2,"id":"action-102","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-102"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=103","weakness":{},"name":"Interact or 1 or more days; see below","actions_number":2,"id":"action-103","text":" Activate Single Action Interact or 1 or more days; see below; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-103"},{"skill_mod":{},"summary":"You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=104","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-104","text":" Activate Single Action command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who’s frightened reduces their frightened value by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-104"},{"skill_mod":{},"summary":"The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=105","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-105","text":" Activate Single Action command; Frequency once per day; Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-105"},{"skill_mod":{},"summary":"You cast dimension door .","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=106","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-106","text":" Activate Two Actions command; Frequency once per day; Effect You cast dimension door .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-106"},{"skill_mod":{},"summary":"You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=107","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-107","text":" Activate Two Actions Interact; Frequency once per day; Effect You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw. ## Dragonplate Dragon Type Protects Against Breath Weapon (Save) Black or copper acid 30-foot line of acid (Reflex) Blue or bronze electricty 30-foot line of electricity (Reflex) Brass fire 30-foot line of fire (Reflex) Green poison 15-foot cone of poison (Fortitude) Gold or red fire 15-foot cone of fire (Reflex) Silver or white cold 15-foot cone of Cold (Reflex) ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-107"},{"skill_mod":{},"summary":"You cast a 2nd-level shocking grasp with a spell attack modifier of +19.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=108","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-108","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You cast a 2nd-level shocking grasp with a spell attack modifier of +19.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-108"},{"skill_mod":{},"summary":"You force the attacker to reroll the attack roll and use the worse result. This effect has the misfortune trait.\r\n","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You are hit or critically hit with an attack, but damage hasn’t been rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=109","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-109","text":" Activate Free Action envision; Frequency once per day; Trigger You are hit or critically hit with an attack, but damage hasn’t been rolled yet; Effect You force the attacker to reroll the attack roll and use the worse result. This effect has the misfortune trait.","category":"action","actions":"Free Action","rarity":"common","slug":"action-109"},{"skill_mod":{},"summary":"You touch the stitched image of the new moon on the armor’s collar and suppress the dazzled condition for 1 minute.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=110","frequency":"one per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-110","text":" Activate Single Action Interact; Frequency one per day; Effect You touch the stitched image of the new moon on the armor’s collar and suppress the dazzled condition for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-110"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=111","weakness":{},"name":"Cast a Spell","actions_number":4,"id":"action-111","text":" Activate Two Actions Cast a Spell; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-111"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=112","weakness":{},"name":"command","actions_number":2,"id":"action-112","text":" Activate Single Action command; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-112"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You hit a flat-footed creature with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=113","weakness":{},"name":"envision","actions_number":0,"id":"action-113","text":" Activate Free Action envision; Trigger You hit a flat-footed creature with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-113"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Athletics","source":["Core Rulebook"],"trigger":"You attempt an Athletics check to Shove, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=114","weakness":{},"name":"envision","actions_number":0,"id":"action-114","text":" Activate Free Action envision; Trigger You attempt an Athletics check to Shove, but you haven't rolled yet; Requirements You are trained in Athletics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-114"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Medicine","source":["Core Rulebook"],"trigger":"You critically fail to Administer First Aid","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=115","weakness":{},"name":"envision","actions_number":0,"id":"action-115","text":" Activate Free Action envision; Trigger You critically fail to Administer First Aid; Requirements You are trained in Medicine; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-115"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You deal damage to a flat-footed creature with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=116","weakness":{},"name":"envision","actions_number":0,"id":"action-116","text":" Activate Free Action envision; Trigger You deal damage to a flat-footed creature with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-116"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master with the affixed weapon","source":["Core Rulebook"],"trigger":"Your Strike damages a target","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=117","weakness":{},"name":"envision","actions_number":0,"id":"action-117","text":" Activate Free Action envision; Trigger Your Strike damages a target; Requirements You're a master with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-117"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Athletics","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=118","weakness":{},"name":"envision","actions_number":2,"id":"action-118","text":" Activate Single Action envision; Requirements You're an expert in Athletics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-118"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Acrobatics","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=119","weakness":{},"name":"Interact","actions_number":2,"id":"action-119","text":" Activate Single Action Interact; Requirements You're an expert in Acrobatics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-119"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Athletics","source":["Core Rulebook"],"trigger":"You attempt a High Jump but haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=120","weakness":{},"name":"envision","actions_number":0,"id":"action-120","text":" Activate Free Action envision; Trigger You attempt a High Jump but haven't rolled yet; Requirements You're an expert in Athletics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-120"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Perception","source":["Core Rulebook"],"trigger":"You are about to roll Perception for initiative but haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=121","weakness":{},"name":"envision","actions_number":0,"id":"action-121","text":" Activate Free Action envision; Trigger You are about to roll Perception for initiative but haven't rolled yet; Requirements You are a master in Perception; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-121"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Stealth","source":["Core Rulebook"],"trigger":"An attack misses you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=122","weakness":{},"name":"envision","actions_number":0,"id":"action-122","text":" Activate Free Action envision; Trigger An attack misses you; Requirements You are a master in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-122"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=123","weakness":{},"name":"Intimidating Strike","actions_number":4,"id":"action-123","text":" Activate Two Actions Intimidating Strike; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-123"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Acrobatics","source":["Core Rulebook"],"trigger":"You Stride or Step","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=124","weakness":{},"name":"envision","actions_number":0,"id":"action-124","text":" Activate Free Action envision; Trigger You Stride or Step; Requirements You are an expert in Acrobatics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-124"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an Expert in Will saves","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=125","weakness":{},"name":"envision","actions_number":2,"id":"action-125","text":" Activate Single Action envision; Requirements You're an Expert in Will saves; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-125"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master in Intimidation","source":["Core Rulebook"],"trigger":"You attack an adjacent creature and haven't rolled your attack roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=126","weakness":{},"name":"Interact","actions_number":0,"id":"action-126","text":" Activate Free Action Interact; Trigger You attack an adjacent creature and haven't rolled your attack roll; Requirements You're a master in Intimidation; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-126"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are legendary in Stealth","source":["Core Rulebook"],"trigger":"You use an action with the move trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=127","weakness":{},"name":"envision","actions_number":0,"id":"action-127","text":" Activate Free Action envision; Trigger You use an action with the move trait; Requirements You are legendary in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-127"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Intimidation","source":["Core Rulebook"],"trigger":"You attempt an Intimidation check to Coerce or Demoralize, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=128","weakness":{},"name":"envision","actions_number":0,"id":"action-128","text":" Activate Free Action envision; Trigger You attempt an Intimidation check to Coerce or Demoralize, but you haven't rolled yet; Requirements You are an expert in Intimidation; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-128"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Survival","source":["Core Rulebook"],"trigger":"An undetected enemy hits you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=129","weakness":{},"name":"envision","actions_number":0,"id":"action-129","text":" Activate Free Action envision; Trigger An undetected enemy hits you with an attack; Requirements You are trained in Survival; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-129"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert with the affixed weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=130","weakness":{},"name":"Knockdown","actions_number":4,"id":"action-130","text":" Activate Two Actions Knockdown; Requirements You are an expert with the affixed weapon; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-130"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=131","weakness":{},"name":"Brutal Finish","actions_number":2,"id":"action-131","text":" Activate Single Action Brutal Finish; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-131"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=132","weakness":{},"name":"Certain Strike","actions_number":2,"id":"action-132","text":" Activate Single Action Certain Strike; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-132"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have master proficiency in Will saves or have the bravery class feature","source":["Core Rulebook"],"trigger":"You attempt a Will save against a fear effect but haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=133","weakness":{},"name":"envision","actions_number":0,"id":"action-133","text":" Activate Free Action envision; Trigger You attempt a Will save against a fear effect but haven't rolled yet; Requirements You have master proficiency in Will saves or have the bravery class feature; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-133"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=134","weakness":{},"name":"command","actions_number":2,"id":"action-134","text":" Activate Single Action command; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-134"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Acrobatics","source":["Core Rulebook"],"trigger":"You fall or attempt an Acrobatics check to Balance","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=135","weakness":{},"name":"command","actions_number":0,"id":"action-135","text":" Activate Free Action command; Trigger You fall or attempt an Acrobatics check to Balance; Requirements You are trained in Acrobatics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-135"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Crafting","source":["Core Rulebook"],"trigger":"The affixed item would take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=136","weakness":{},"name":"command","actions_number":0,"id":"action-136","text":" Activate Free Action command; Trigger The affixed item would take damage; Requirements You are a master in Crafting; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-136"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a Deception check to Feint, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=137","weakness":{},"name":"envision","actions_number":0,"id":"action-137","text":" Activate Free Action envision; Trigger You attempt a Deception check to Feint, but you haven't rolled yet; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-137"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Athletics","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=138","weakness":{},"name":"Climb","actions_number":2,"id":"action-138","text":" Activate Single Action Climb; Requirements You are trained in Athletics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-138"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Perception","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=139","weakness":{},"name":"command","actions_number":2,"id":"action-139","text":" Activate Single Action command; Requirements You are a master in Perception; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-139"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert with the affixed weapon.","source":["Core Rulebook"],"trigger":"You damage a flat-footed creature with a Strike using the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=140","weakness":{},"name":"command","actions_number":0,"id":"action-140","text":" Activate Free Action command; Trigger You damage a flat-footed creature with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-140"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["Core Rulebook"],"trigger":"You use a Sneak action","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=141","weakness":{},"name":"envision","actions_number":0,"id":"action-141","text":" Activate Free Action envision; Trigger You use a Sneak action; Requirements You are trained in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-141"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You critically succeed at an attack roll with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=142","weakness":{},"name":"envision","actions_number":0,"id":"action-142","text":" Activate Free Action envision; Trigger You critically succeed at an attack roll with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-142"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=143","weakness":{},"name":"envision","actions_number":0,"id":"action-143","text":" Activate Free Action envision; Trigger You make an attack with the affixed weapon, but you haven't rolled yet; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-143"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Reflex","source":["Core Rulebook"],"trigger":"You attempt to Grab an Edge but haven't rolled","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=144","weakness":{},"name":"command","actions_number":0,"id":"action-144","text":" Activate Free Action command; Trigger You attempt to Grab an Edge but haven't rolled; Requirements You're an expert in Reflex; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-144"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Acrobatics","source":["Core Rulebook"],"trigger":"You attempt to Escape using Acrobatics for your roll, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=145","weakness":{},"name":"command","actions_number":0,"id":"action-145","text":" Activate Free Action command; Trigger You attempt to Escape using Acrobatics for your roll, but you haven't rolled yet; Requirements You are an expert in Acrobatics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-145"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Thievery","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=146","weakness":{},"name":"Interact","actions_number":2,"id":"action-146","text":" Activate Single Action Interact; Requirements You are an expert in Thievery; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-146"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You take damage from a physical attack while you don't have the affixed shield raised","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=147","weakness":{},"name":"envision","actions_number":0,"id":"action-147","text":" Activate Free Action envision; Trigger You take damage from a physical attack while you don't have the affixed shield raised; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-147"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=148","weakness":{},"name":"envision","actions_number":0,"id":"action-148","text":" Activate Free Action envision; Trigger You Strike with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-148"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Stealth","source":["Core Rulebook"],"trigger":"You attempt a Stealth check for initiative, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=149","weakness":{},"name":"envision","actions_number":0,"id":"action-149","text":" Activate Free Action envision; Trigger You attempt a Stealth check for initiative, but you haven't rolled yet; Requirements You are a master in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-149"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["Core Rulebook"],"trigger":"A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=150","weakness":{},"name":"envision","actions_number":1,"id":"action-150","text":" Activate Reaction envision; Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-150"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Athletics","source":["Core Rulebook"],"trigger":"You successfully Trip a foe","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=151","weakness":{},"name":"envision","actions_number":0,"id":"action-151","text":" Activate Free Action envision; Trigger You successfully Trip a foe; Requirements You are trained in Athletics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-151"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=152","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-152","text":" Activate Two Actions command, Interact; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-152"},{"skill_mod":{},"summary":"You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn’t escape the mouth of the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=153","weakness":{},"name":"Interact","actions_number":2,"id":"action-153","text":" Activate Single Action Interact; Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn’t escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn’t change the environment.","category":"action","actions":"Single Action","rarity":"common","slug":"action-153"},{"skill_mod":{},"summary":"You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=154","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-154","text":" Activate Two Actions command, Interact; Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don’t have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-154"},{"skill_mod":{},"summary":"You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a Thievery …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=155","weakness":{},"name":"Interact","actions_number":2,"id":"action-155","text":" Activate Single Action Interact; Effect You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a Thievery check against the lock’s DC, with a Thievery bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection.","category":"action","actions":"Single Action","rarity":"common","slug":"action-155"},{"skill_mod":{},"summary":"The crystal ball casts clairvoyance to your specifications.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=156","frequency":"once per hour","weakness":{},"name":"1 minute (command, envision, Interact)","id":"action-156","text":" Activate 1 minute (command, envision, Interact); Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications.","category":"action","rarity":"common","slug":"action-156"},{"skill_mod":{},"summary":"The crystal ball casts a DC 33 scrying spell to your specifications.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=157","frequency":"twice per day","weakness":{},"name":"10 minutes (command, envision, Interact)","id":"action-157","text":" Activate 10 minutes (command, envision, Interact); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.","category":"action","rarity":"common","slug":"action-157"},{"skill_mod":{},"summary":"Speaking “stream,” you cause water to pour out at a rate of 1 gallon per round.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=158","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-158","text":" Activate Single Action command, Interact; Effect Speaking “stream,” you cause water to pour out at a rate of 1 gallon per round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-158"},{"skill_mod":{},"summary":"Speaking “fountain,” you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=159","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-159","text":" Activate Single Action command, Interact; Effect Speaking “fountain,” you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-159"},{"skill_mod":{},"summary":"Speaking “geyser,” you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=160","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-160","text":" Activate Single Action command, Interact; Effect Speaking “geyser,” you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time.","category":"action","actions":"Single Action","rarity":"common","slug":"action-160"},{"skill_mod":{},"summary":"Cast bless or heal , each once per day.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=161","weakness":{},"name":"Cast a Spell","id":"action-161","text":" Activate Cast a Spell; Effect Cast bless or heal , each once per day.","category":"action","rarity":"common","slug":"action-161"},{"skill_mod":{},"summary":"Blowing into the horn with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals 3d6 sonic damage (DC 28 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=162","frequency":"once per round","weakness":{},"name":"Interact","actions_number":2,"id":"action-162","text":" Activate Single Action Interact; Frequency once per round; Effect Blowing into the horn with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals 3d6 sonic damage (DC 28 basic Fortitude save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-162"},{"skill_mod":{},"summary":"You blow even louder to create an intense blast wave in a 30-foot cone that deals 8d6 sonic damage. Each creature attempts a DC 28 Fortitude save …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=163","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-163","text":" Activate Two Actions Interact; Frequency once per day; Effect You blow even louder to create an intense blast wave in a 30-foot cone that deals 8d6 sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 2d6 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-163"},{"skill_mod":{},"summary":"You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level obscuring mist spell. You can Dismiss …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=164","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-164","text":" Activate Two Actions Interact; Frequency once per hour; Effect You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level obscuring mist spell. You can Dismiss the mist at any time by blowing a second note on the horn using an Interact action.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-164"},{"skill_mod":{},"summary":"You push the button to anchor the rod in place. It doesn’t move, defying gravity if need be. If the button is pushed again, the rod deactivates, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=165","weakness":{},"name":"Interact","actions_number":2,"id":"action-165","text":" Activate Single Action Interact; Effect You push the button to anchor the rod in place. It doesn’t move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod).","category":"action","actions":"Single Action","rarity":"common","slug":"action-165"},{"skill_mod":{},"summary":"You can play the instrument to produce the effects of a DC 17 charm spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=166","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-166","text":" Activate Two Actions Interact; Frequency once per day; Effect You can play the instrument to produce the effects of a DC 17 charm spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-166"},{"skill_mod":{},"summary":"You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison , or when you Treat Disease in …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=167","weakness":{},"name":"Treat Poison or 8 hours (Treat Disease)","actions_number":2,"id":"action-167","text":" Activate Single Action Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison , or when you Treat Disease in order to produce the effects of remove disease . Once these medicines have been used to treat a patient’s poison or disease, they can’t be used again to treat the same affliction for that patient. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-167"},{"skill_mod":{},"summary":"As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=168","weakness":{},"name":"10 minutes (envision, Interact)","id":"action-168","text":" Activate 10 minutes (envision, Interact); Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book’s pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again.","category":"action","rarity":"common","slug":"action-168"},{"skill_mod":{},"summary":"You squeeze juice from one of the berries and smear it onto a club or staff to cast shillelagh upon it.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=169","frequency":"once per 10 minutes","weakness":{},"name":"Interact","actions_number":4,"id":"action-169","text":" Activate Two Actions Interact; Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a club or staff to cast shillelagh upon it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-169"},{"skill_mod":{},"summary":"You can twine the sprig around the wrist of one hand and touch a tree to cast tree shape upon yourself, except instead of a becoming a tree, you …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=170","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-170","text":" Activate Two Actions Interact; Frequency once per day; Effect You can twine the sprig around the wrist of one hand and touch a tree to cast tree shape upon yourself, except instead of a becoming a tree, you become a vine on the touched tree. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-170"},{"skill_mod":{},"summary":"You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=171","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-171","text":" Activate Two Actions Interact; Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with positive energy, replicating the effects of a field of life spell. This lasts for up to 1 minute, as long as you continue to Sustain the Activation. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-171"},{"skill_mod":{},"summary":"This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level dispel magic spell with a counteract modifier of +23. …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=172","weakness":{},"name":"Interact","actions_number":4,"id":"action-172","text":" Activate Two Actions Interact; Effect This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level dispel magic spell with a counteract modifier of +23. Once activated, the rod can’t be activated again for 2d6 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-172"},{"skill_mod":{},"summary":"Choose a creature within 60 feet and roll d% on the table below to determine the rod’s effect. If an entry lists only a spell name, the rod casts …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=173","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-173","text":" Activate Two Actions command, Interact; Effect Choose a creature within 60 feet and roll d% on the table below to determine the rod’s effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. If the spell’s range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don’t get a saving throw or other defense against it. Once activated, the rod can’t be activated again for 1d4 hours. ## Rod of Wonder d% Wondrous Effect 1–3 Leaves grow from the target; they last 24 hours 4–8 Darkness 9 Summon a giant stag beetle (5th-level summon animal ) 10–13 A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are blinded while in the cloud of butterflies 14–15 All the target's weapons animate with the effects of the dancing rune 16–25 Lightning bolt 26–29 Grass grows in a 60-foot cone in front of the rod, or existing grass grows at 10 × normal rate 30 Target turns blue, green, or purple with an unlimited duration 31 Summon an elephant (6th-level summon animal ) 32–34 Heavy rain falls in a 60-foot radius around you for 1 round 35–38 Stinking cloud 39 Summon an ineffective mouse (1st-level summon animal ) 40–42 Vibrant pattern , with a 1-round duration 43–44 The rod casts mirror image on you 45–46 Gust of wind 47–48 The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration 49–53 Slow 54 You turn blue, green, or purple with an unlimited duration 55–59 The rod casts pest form on you, lasting 1d4 rounds 60–61 1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone 62 Sleep , with a 100-foot burst 63–72 Fireball 73–77 Mind reading 78–80 Roll again; the target believes you created the effect of the second roll 81–84 Enlarge 85–87 Target is coated in nectar, making it clumsy 1 for 1 round 88–92 Faerie fire 93–97 The rod casts invisibility on you 98–100 The rod casts shrink on you, lasting 1 day ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-173"},{"skill_mod":{},"summary":"The key casts knock on the lock you’re trying to pick.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt to Pick a Lock but haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=174","frequency":"once per day","weakness":{},"name":"Interact","actions_number":0,"id":"action-174","text":" Activate Free Action Interact; Frequency once per day; Trigger You attempt to Pick a Lock but haven’t rolled yet; Effect The key casts knock on the lock you’re trying to pick.","category":"action","actions":"Free Action","rarity":"common","slug":"action-174"},{"skill_mod":{},"summary":"You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to …","primary_source":"Core Rulebook","cost":"incense worth at least 5 gp","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=175","weakness":{},"name":"Interact","actions_number":4,"id":"action-175","text":" Activate Two Actions Interact; Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-175"},{"skill_mod":{},"summary":"You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=176","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-176","text":" Activate Two Actions envision, Interact; Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-176"},{"skill_mod":{},"summary":" You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=177","weakness":{},"name":"Interact (auditory)","actions_number":2,"id":"action-177","text":" Activate Single Action Interact (auditory) Effect You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to Athletics checks to Swim and can breathe under water.","category":"action","actions":"Single Action","rarity":"common","slug":"action-177"},{"skill_mod":{},"summary":"You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=178","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-178","text":" Activate Two Actions command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-178"},{"skill_mod":{},"summary":"The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"A spell targets you or includes you in its area","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=179","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-179","text":" Activate Reaction command; Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26.","category":"action","actions":"Reaction","rarity":"common","slug":"action-179"},{"skill_mod":{},"summary":"You gain the effects of an ethereal jaunt spell. This doesn’t require concentration and lasts for 10 minutes or until you choose to return to …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=180","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-180","text":" Activate Single Action command; Frequency once per day; Effect You gain the effects of an ethereal jaunt spell. This doesn’t require concentration and lasts for 10 minutes or until you choose to return to material form as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-180"},{"skill_mod":{},"summary":"You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics do not change. Only …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=181","weakness":{},"name":"envision","actions_number":2,"id":"action-181","text":" Activate Single Action envision; Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 25.","category":"action","actions":"Single Action","rarity":"common","slug":"action-181"},{"skill_mod":{},"summary":"Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=182","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-182","text":" Activate Single Action command; Frequency once per day; Effect Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-182"},{"skill_mod":{},"summary":"You Release the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=183","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-183","text":" Activate Two Actions command, Interact; Effect You Release the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach. The weapon has a space of 5 feet, but it doesn’t block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can’t move through an enemy’s space. The weapon can’t use reactions, and its Fly actions don’t trigger reactions. While it’s activated, a dancing weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon’s normal damage but has a +0 Strength modifier. The weapon’s abilities that automatically trigger on a hit or critical hit still function, but the weapon can’t be activated or benefit from any of your abilities while dancing. Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can’t activate the item again for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-183"},{"skill_mod":{},"summary":"You regain HP equal to double the evil creature’s level. This is a good, positive, healing effect.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You critically succeed at an attack roll against an evil creature with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=184","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-184","text":" Activate Reaction command; Frequency once per day; Trigger You critically succeed at an attack roll against an evil creature with the weapon; Effect You regain HP equal to double the evil creature’s level. This is a good, positive, healing effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-184"},{"skill_mod":{},"summary":"The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=185","weakness":{},"name":"Interact","actions_number":2,"id":"action-185","text":" Activate Single Action Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.","category":"action","actions":"Single Action","rarity":"common","slug":"action-185"},{"skill_mod":{},"summary":"You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"On your previous action this turn, you hit and damaged a creature with this weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=186","weakness":{},"name":"command","actions_number":2,"id":"action-186","text":" Activate Single Action command; Requirements On your previous action this turn, you hit and damaged a creature with this weapon; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and allows a spell to be cast into it again. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.","category":"action","actions":"Single Action","rarity":"common","slug":"action-186"},{"skill_mod":{},"summary":"Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=187","weakness":{},"name":"command","actions_number":2,"id":"action-187","text":" Activate Single Action command; Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-187"},{"skill_mod":{},"summary":"The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You critically succeed at an attack roll against a good creature with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=188","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-188","text":" Activate Reaction command; Frequency once per day; Trigger You critically succeed at an attack roll against a good creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.","category":"action","actions":"Reaction","rarity":"common","slug":"action-188"},{"skill_mod":{},"summary":"The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don’t require a head to live. For …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You roll a natural 20 on a Strike with the weapon, critically succeed, and deal slashing damage. The target must have a head","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=189","weakness":{},"name":"envision (death, incapacitation)","actions_number":1,"id":"action-189","text":" Activate Reaction envision (death, incapacitation) Trigger You roll a natural 20 on a Strike with the weapon, critically succeed, and deal slashing damage. The target must have a head; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don’t require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head.","category":"action","actions":"Reaction","rarity":"common","slug":"action-189"},{"skill_mod":{},"summary":"The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=190","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":1,"id":"action-190","text":" Activate Reaction Interact; Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack; Effect The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.","category":"action","actions":"Reaction","rarity":"common","slug":"action-190"},{"skill_mod":{},"summary":"The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=191","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-191","text":" Activate Single Action Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you’re not wielding the shield, you can’t use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.","category":"action","actions":"Single Action","rarity":"common","slug":"action-191"},{"skill_mod":{},"summary":"The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=192","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-192","text":" Activate Single Action command; Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The activation ends if you cease holding the shield.","category":"action","actions":"Single Action","rarity":"common","slug":"action-192"},{"skill_mod":{},"summary":"The attacking creature takes 2d6 fire damage.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You use the forge warden to Shield Block an adjacent creature’s attack and the shield takes damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=193","weakness":{},"name":"command (fire)","actions_number":0,"id":"action-193","text":" Activate Free Action command (fire) Trigger You use the forge warden to Shield Block an adjacent creature’s attack and the shield takes damage; Effect The attacking creature takes 2d6 fire damage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-193"},{"skill_mod":{},"summary":"You animate the lion’s head. You Raise the Shield and make a melee Strike with it as part of the same action. The shield’s biting maw is a martial …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=194","frequency":"once per day","weakness":{},"name":"Raise a Shield","actions_number":2,"id":"action-194","text":" Activate Single Action Raise a Shield; Frequency once per day; Effect You animate the lion’s head. You Raise the Shield and make a melee Strike with it as part of the same action. The shield’s biting maw is a martial melee weapon that deals 2d6 piercing damage and has the deadly 1d6 trait; it can’t be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-194"},{"skill_mod":{},"summary":"You attempt to reflect the spell on its caster, with the effects of a 9th-level spell turning with a counteract modifier of +30.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The reflecting shield is raised","source":["Core Rulebook"],"trigger":"You are targeted by a spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=195","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-195","text":" Activate Reaction command; Frequency once per day; Trigger You are targeted by a spell; Requirements The reflecting shield is raised; Effect You attempt to reflect the spell on its caster, with the effects of a 9th-level spell turning with a counteract modifier of +30.","category":"action","actions":"Reaction","rarity":"common","slug":"action-195"},{"skill_mod":{},"summary":"You shoot one of the shield’s spines at a target. A fired spine uses the spikes’ statistics, but it is a martial ranged weapon with a range …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=196","weakness":{},"name":"Interact","actions_number":2,"id":"action-196","text":" Activate Single Action Interact; Effect You shoot one of the shield’s spines at a target. A fired spine uses the spikes’ statistics, but it is a martial ranged weapon with a range increment of 120 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-196"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=197","weakness":{},"name":"Cast a Spell","id":"action-197","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.","category":"action","rarity":"common","slug":"action-197"},{"skill_mod":{},"summary":"The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=198","weakness":{},"name":"Interact","id":"action-198","text":" Activate Interact; Effect The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes.","category":"action","rarity":"common","slug":"action-198"},{"skill_mod":{},"summary":"The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=199","frequency":"once per day","weakness":{},"name":"10 minutes (Interact)","id":"action-199","text":" Activate 10 minutes (Interact); Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance. A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an Interact action, the entire yurt immediately folds back up into its deactivated form, ready for further travel.","category":"action","rarity":"common","slug":"action-199"},{"skill_mod":{},"summary":"You toss the cube on the ground, and it immediately unfolds into an adamantine fortress. The fortress is 20 feet square and 30 feet high, with …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=200","weakness":{},"name":"command, Interact","actions_number":6,"id":"action-200","text":" Activate Three Actions command, Interact; Effect You toss the cube on the ground, and it immediately unfolds into an adamantine fortress. The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There’s no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure. As a magical structure, the fortress has the structure trait. Because it expands outward, the fortress can’t catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can’t push a creature into a surface or hazard this way, and stops expanding if that would happen. The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you’re within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the auditory trait. The DC to Force Open the door or Pick its Lock is 40. You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the auditory trait. Once deactivated, the fortress can’t be activated again for 4 hours. If the fortress becomes damaged, it can be repaired only with a remake spell or by someone who is legendary at Crafting.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-200"},{"skill_mod":{},"summary":"You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=201","weakness":{},"name":"1 minute (command, envision, Interact)","id":"action-201","text":" Activate 1 minute (command, envision, Interact); Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It’s dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. As a magical structure, the stage has the structure trait. All the stage’s set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks.","category":"action","rarity":"common","slug":"action-201"},{"skill_mod":{},"summary":"You Cast the Spell at the indicated level.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=202","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-202","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.","category":"action","rarity":"common","slug":"action-202"},{"skill_mod":{},"summary":"You Cast the Spell, and its duration is increased by half.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=203","frequency":"once per day, plus overcharge; the activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","weakness":{},"name":"Cast a Spell","id":"action-203","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and its duration is increased by half.","category":"action","rarity":"common","slug":"action-203"},{"skill_mod":{},"summary":"You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=204","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-204","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast magic missile of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.","category":"action","rarity":"common","slug":"action-204"},{"skill_mod":{},"summary":"You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=205","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-205","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level.","category":"action","rarity":"common","slug":"action-205"},{"skill_mod":{},"summary":"You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=206","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-206","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball of the indicated level. Each creature that fails its save takes persistent fire damage.","category":"action","rarity":"common","slug":"action-206"},{"skill_mod":{},"summary":"You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=207","frequency":"once per day, plus overcharge; This activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","weakness":{},"name":"Cast a Spell","id":"action-207","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line.","category":"action","rarity":"common","slug":"action-207"},{"skill_mod":{},"summary":"You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=208","frequency":"once per day","weakness":{},"name":"Interact (sonic)","actions_number":4,"id":"action-208","text":" Activate Two Actions Interact (sonic); Frequency once per day; Effect You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot cone takes 4d6 sonic damage (DC 21 basic Fortitude save). Any creature that fails is deafened for 1 round, or 1 hour on a critical failure.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-208"},{"skill_mod":{},"summary":"You poison the creature you hit with dagger venom. Dagger Venom ( poison ); Saving Throw Fortitude DC 21; Maximum Duration 4 rounds. Stage 1 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You damage a creature with the dagger of venom ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=209","frequency":"once per day","weakness":{},"name":"Interact","actions_number":0,"id":"action-209","text":" Activate Free Action Interact; Frequency once per day; Trigger You damage a creature with the dagger of venom ; Effect You poison the creature you hit with dagger venom. Dagger Venom (poison); Saving Throw Fortitude DC 21; Maximum Duration 4 rounds. Stage 1 1d8 poison damage and enfeebled 1.","category":"action","actions":"Free Action","rarity":"common","slug":"action-209"},{"skill_mod":{},"summary":"You extend or shorten the trident’s haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident’s …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=210","weakness":{},"name":"Interact","actions_number":2,"id":"action-210","text":" Activate Single Action Interact; Effect You extend or shorten the trident’s haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident’s normal thrown trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-210"},{"skill_mod":{},"summary":"You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=211","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-211","text":" Activate Two Actions command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-211"},{"skill_mod":{},"summary":"A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=212","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-212","text":" Activate Single Action command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-212"},{"skill_mod":{},"summary":"You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=213","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-213","text":" Activate Two Actions command, Interact; Effect You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-213"},{"skill_mod":{},"summary":"You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=214","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-214","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-214"},{"skill_mod":{},"summary":"You cast dispel magic at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You hit a creature using the holy avenger on your previous action","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=215","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-215","text":" Activate Single Action command; Frequency once per day; Requirements You hit a creature using the holy avenger on your previous action; Effect You cast dispel magic at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-215"},{"skill_mod":{},"summary":"Reroll the triggering attack roll and use the new result. This is a fortune effect.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You miss on a Strike with the luck blade","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=216","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-216","text":" Activate Reaction envision; Frequency once per day; Trigger You miss on a Strike with the luck blade; Effect Reroll the triggering attack roll and use the new result. This is a fortune effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-216"},{"skill_mod":{},"summary":"You dig furiously with the mattock to non-magically replicate the effects of an earthquake spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=217","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-217","text":" Activate Two Actions Interact; Frequency once per day; Effect You dig furiously with the mattock to non-magically replicate the effects of an earthquake spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-217"},{"skill_mod":{},"summary":"You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=218","weakness":{},"name":"command","actions_number":2,"id":"action-218","text":" Activate Single Action command; Effect You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal 1d6 additional damage, and you gain a +2 circumstance bonus to Survival checks to Track that creature. Your critical hits against the target gain the bow’s critical specialization effect; if they would already do so, they instead increase the DC of the Athletics check to Escape when critically hit to DC 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-218"},{"skill_mod":{},"summary":"A 6th-level arcane fireball spell explodes, centered on the sky hammer . The spell DC is 45. You are immune to the fireball’s effect, though …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your attack roll with the sky hammer is a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=219","weakness":{},"name":"command","actions_number":1,"id":"action-219","text":" Activate Reaction command; Trigger Your attack roll with the sky hammer is a critical success; Effect A 6th-level arcane fireball spell explodes, centered on the sky hammer . The spell DC is 45. You are immune to the fireball’s effect, though your allies are not.","category":"action","actions":"Reaction","rarity":"common","slug":"action-219"},{"skill_mod":{},"summary":"You cast a 6th-level lightning bolt (DC 33). ","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=220","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-220","text":" Activate Two Actions command, envision; Frequency once per day; Effect You cast a 6th-level lightning bolt (DC 33). ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-220"},{"skill_mod":{},"summary":"You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area\r\n","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=221","frequency":"once per 10 minutes","weakness":{},"name":"command","actions_number":1,"id":"action-221","text":" Activate Reaction command; Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area ; Effect You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-221"},{"skill_mod":{},"summary":"You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff , a +1 striking bo staff , or its disc form. In its disc …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=222","weakness":{},"name":"Interact","actions_number":2,"id":"action-222","text":" Activate Single Action Interact; Effect You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff , a +1 striking bo staff , or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-222"},{"skill_mod":{},"summary":"You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=223","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-223","text":" Activate Single Action Interact; Frequency once per day; Effect You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-223"},{"skill_mod":{},"summary":"Attempt an Athletics check to grab the triggering rock. Use the Athletics DC of the creature throwing the rock, the DC of the hazard or other effect, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You are targeted by a thrown rock attack, or a rock would fall on you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=224","weakness":{},"name":"Interact","actions_number":1,"id":"action-224","text":" Activate Reaction Interact; Trigger You are targeted by a thrown rock attack, or a rock would fall on you; Effect Attempt an Athletics check to grab the triggering rock. Use the Athletics DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can Release anything you’re holding in a hand as part of this reaction. Success You safely catch the rock, take no damage, and are now holding the rock. Failure You take half damage. Critical Failure You take full damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-224"},{"skill_mod":{},"summary":"You tighten the belt one notch to gain a regeneration effect. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points unless …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=225","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-225","text":" Activate Single Action Interact; Frequency once per day; Effect You tighten the belt one notch to gain a regeneration effect. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-225"},{"skill_mod":{},"summary":"You cast a 4th-level charm spell (DC 38).","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=226","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-226","text":" Activate Two Actions envision; Frequency once per hour; Effect You cast a 4th-level charm spell (DC 38).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-226"},{"skill_mod":{},"summary":"You gain the effects of hypercognition .","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=227","frequency":"once per hour","weakness":{},"name":"envision","actions_number":2,"id":"action-227","text":" Activate Single Action envision; Frequency once per hour; Effect You gain the effects of hypercognition .","category":"action","actions":"Single Action","rarity":"common","slug":"action-227"},{"skill_mod":{},"summary":"When you are considering a course of action, you get a gut feeling about whether it’s a good idea. You gain the effects of an augury spell, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=228","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-228","text":" Activate Single Action envision; Frequency once per day; Effect When you are considering a course of action, you get a gut feeling about whether it’s a good idea. You gain the effects of an augury spell, except that you receive the result from your own instincts rather than an external source.","category":"action","actions":"Single Action","rarity":"common","slug":"action-228"},{"skill_mod":{},"summary":"The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You fail a saving throw against an effect that makes you confused, fascinated, or stupefied","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=229","frequency":"once per hour","weakness":{},"name":"envision (fortune)","actions_number":1,"id":"action-229","text":" Activate Reaction envision (fortune); Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied; Effect The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-229"},{"skill_mod":{},"summary":"You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=230","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-230","text":" Activate Two Actions Interact; Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn’t have the mount special ability, it can still Fly while being ridden.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-230"},{"skill_mod":{},"summary":"You perceive through your animal companion’s senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=231","weakness":{},"name":"envision","actions_number":2,"id":"action-231","text":" Activate Single Action envision; Effect You perceive through your animal companion’s senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion’s senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion’s senses register but yours alone don’t.","category":"action","actions":"Single Action","rarity":"common","slug":"action-231"},{"skill_mod":{},"summary":"You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=232","weakness":{},"name":"envision","actions_number":2,"id":"action-232","text":" Activate Single Action envision; Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you Dismiss it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-232"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. ","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=233","weakness":{},"name":"envision","actions_number":2,"id":"action-233","text":" Activate Single Action envision; Effect If your next action is to Cast a Spell, that spell’s level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-233"},{"skill_mod":{},"summary":"The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"A spell targets you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=234","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-234","text":" Activate Reaction envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone , attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone .","category":"action","actions":"Reaction","rarity":"common","slug":"action-234"},{"skill_mod":{},"summary":"You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you darkvision. Both effects last …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a dwarf","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=235","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-235","text":" Activate Single Action Interact; Frequency once per day; Requirements You are a dwarf; Effect You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you darkvision. Both effects last for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-235"},{"skill_mod":{},"summary":"Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind , you also gain a …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=236","frequency":"once per hour","weakness":{},"name":"envision","actions_number":0,"id":"action-236","text":" Activate Free Action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind , you also gain a +5-foot status bonus to your land Speed until the end of your turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-236"},{"skill_mod":{},"summary":"You click the heels of the boots together and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=237","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-237","text":" Activate Single Action Interact; Frequency once per day; Effect You click the heels of the boots together and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)","category":"action","actions":"Single Action","rarity":"common","slug":"action-237"},{"skill_mod":{},"summary":"You gain a +10-foot status bonus to Speed for 1 minute.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=238","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-238","text":" Activate Single Action command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-238"},{"skill_mod":{},"summary":"The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are aware of the attack and not flat-footed","source":["Core Rulebook"],"trigger":"A ranged weapon attack hits you but doesn’t critically hit","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=239","frequency":"once per day","weakness":{},"name":"Interact","actions_number":1,"id":"action-239","text":" Activate Reaction Interact; Frequency once per day; Trigger A ranged weapon attack hits you but doesn’t critically hit; Requirements You are aware of the attack and not flat-footed; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-239"},{"skill_mod":{},"summary":"You cast dimension door . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=240","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-240","text":" Activate Two Actions Interact; Frequency once per day; Effect You cast dimension door . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates. Strong winds immediately disperse the smoke.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-240"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=241","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-241","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don’t spend this Focus Point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-241"},{"skill_mod":{},"summary":"You pull the cloak’s hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=242","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-242","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pull the cloak’s hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-242"},{"skill_mod":{},"summary":"You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=243","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-243","text":" Activate Two Actions Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind , you can activate this ability twice per day.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-243"},{"skill_mod":{},"summary":"You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=244","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-244","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-244"},{"skill_mod":{},"summary":"You calibrate the eyepiece to have it cast a 5th-level creation spell over the course of 1 minute to construct a temporary item.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=245","frequency":"once per day","weakness":{},"name":"1 minute (Interact)","id":"action-245","text":" Activate 1 minute (Interact); Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-level creation spell over the course of 1 minute to construct a temporary item.","category":"action","rarity":"common","slug":"action-245"},{"skill_mod":{},"summary":"You become concealed until the beginning of your next turn.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"On your most recent action, you succeeded at a Performance check to dance","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=246","weakness":{},"name":"Interact","actions_number":2,"id":"action-246","text":" Activate Single Action Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-246"},{"skill_mod":{},"summary":"The boots cast freedom of movement on you.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=247","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-247","text":" Activate Two Actions command; Frequency once per day; Effect The boots cast freedom of movement on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-247"},{"skill_mod":{},"summary":"The mask casts a fear spell with a DC of 20.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=248","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-248","text":" Activate Two Actions Interact; Frequency once per day; Effect The mask casts a fear spell with a DC of 20.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-248"},{"skill_mod":{},"summary":"Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=249","frequency":"once per day","weakness":{},"name":"Recall Knowledge","actions_number":2,"id":"action-249","text":" Activate Single Action Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge’s bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.","category":"action","actions":"Single Action","rarity":"common","slug":"action-249"},{"skill_mod":{},"summary":"Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer \t spell, but it is an enchantment instead of an illusion. …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You damage a creature with a Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=250","frequency":"once per minute","weakness":{},"name":"command","actions_number":0,"id":"action-250","text":" Activate Free Action command; Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours.","category":"action","actions":"Free Action","rarity":"common","slug":"action-250"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast an order spell. If you don’t spend this Focus Point by the end of this turn, it is lost.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=251","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-251","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don’t spend this Focus Point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-251"},{"skill_mod":{},"summary":"You can roll the flat check for the concealed or hidden condition twice and use the higher result.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attack a concealed or hidden creature and haven’t attempted the flat check yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=252","weakness":{},"name":"envision (fortune)","actions_number":0,"id":"action-252","text":" Activate Free Action envision (fortune); Trigger You attack a concealed or hidden creature and haven’t attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.","category":"action","actions":"Free Action","rarity":"common","slug":"action-252"},{"skill_mod":{},"summary":"One item you’re holding with a Bulk of 1 or less vanishes into the gloves’ extradimensional space.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"No item is stored in the gloves","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=253","weakness":{},"name":"Interact","actions_number":2,"id":"action-253","text":" Activate Single Action Interact; Requirements No item is stored in the gloves; Effect One item you’re holding with a Bulk of 1 or less vanishes into the gloves’ extradimensional space.","category":"action","actions":"Single Action","rarity":"common","slug":"action-253"},{"skill_mod":{},"summary":"The item stored in the gloves appears in your hand. The gloves can’t be activated again for 1 minute.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"An item is stored in the gloves, and you have a free hand","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=254","weakness":{},"name":"Interact","actions_number":0,"id":"action-254","text":" Activate Free Action Interact; Requirements An item is stored in the gloves, and you have a free hand; Effect The item stored in the gloves appears in your hand. The gloves can’t be activated again for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-254"},{"skill_mod":{},"summary":"Rotating the lenses 90 degrees, you gain darkvision for 1 hour.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=255","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-255","text":" Activate Single Action Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-255"},{"skill_mod":{},"summary":"You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a non-humanoid form via a polymorph effect","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=256","frequency":"once during the duration of each polymorph effect","weakness":{},"name":"command","actions_number":2,"id":"action-256","text":" Activate Single Action command; Frequency once during the duration of each polymorph effect; Requirements You’re in a non-humanoid form via a polymorph effect; Effect You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language. Critical Success The creature is frightened 2. Success The creature is frightened 1. Failure The creature is unaffected.","category":"action","actions":"Single Action","rarity":"common","slug":"action-256"},{"skill_mod":{},"summary":"You cast mage hand .","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=257","weakness":{},"name":"command, envision","actions_number":4,"id":"action-257","text":" Activate Two Actions command, envision; Effect You cast mage hand .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-257"},{"skill_mod":{},"summary":"The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=258","frequency":"once per day","weakness":{},"name":"1 minute (Interact)","id":"action-258","text":" Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.","category":"action","rarity":"common","slug":"action-258"},{"skill_mod":{},"summary":"You cast a 4th-level arcane summon elemental spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=259","frequency":"once per day","weakness":{},"name":"Cast a Spell","actions_number":6,"id":"action-259","text":" Activate Three Actions Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-259"},{"skill_mod":{},"summary":"You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=260","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-260","text":" Activate Single Action Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-260"},{"skill_mod":{},"summary":"You command the apparatus to magically jury-rig an item you hold or that’s within 5 feet of you. The item is repaired, as a 3rd-level mending …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=261","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-261","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that’s within 5 feet of you. The item is repaired, as a 3rd-level mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you’ve Repaired it before then.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-261"},{"skill_mod":{},"summary":"You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=262","weakness":{},"name":"Interact","actions_number":4,"id":"action-262","text":" Activate Two Actions Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-262"},{"skill_mod":{},"summary":"The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=263","frequency":"once per day","weakness":{},"name":"1 minute (envision)","id":"action-263","text":" Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.","category":"action","rarity":"common","slug":"action-263"},{"skill_mod":{},"summary":"The ring casts sending to your specifications.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=264","frequency":"once per hour","weakness":{},"name":"command","actions_number":6,"id":"action-264","text":" Activate Three Actions command; Frequency once per hour; Effect The ring casts sending to your specifications.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-264"},{"skill_mod":{},"summary":"You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=265","weakness":{},"name":"Interact","actions_number":2,"id":"action-265","text":" Activate Single Action Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-265"},{"skill_mod":{},"summary":"You cast a 4th-level dream message spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=266","frequency":"once per day","weakness":{},"name":"10 minutes (Cast a Spell)","id":"action-266","text":" Activate 10 minutes (Cast a Spell); Frequency once per day; Effect You cast a 4th-level dream message spell.","category":"action","rarity":"common","slug":"action-266"},{"skill_mod":{},"summary":"You change the mask’s appearance into an artistic rendition of a dramatic character of your choice.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=267","weakness":{},"name":"envision","actions_number":2,"id":"action-267","text":" Activate Single Action envision; Effect You change the mask’s appearance into an artistic rendition of a dramatic character of your choice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-267"},{"skill_mod":{},"summary":"You change the mask’s character and reroll the Performance check, using the second result.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You fail a Performance check that benefits from the mask’s bonus","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=268","frequency":"once per day","weakness":{},"name":"envision (fortune)","actions_number":1,"id":"action-268","text":" Activate Reaction envision (fortune); Frequency once per day; Trigger You fail a Performance check that benefits from the mask’s bonus; Effect You change the mask’s character and reroll the Performance check, using the second result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-268"},{"skill_mod":{},"summary":"You ask for guidance about a particular course of action, gaining the effects of an augury spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=269","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-269","text":" Activate Single Action envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-269"},{"skill_mod":{},"summary":"You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19. Once you do, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You are targeted by or within the area of the spell stored within the ring","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=270","weakness":{},"name":"envision","actions_number":1,"id":"action-270","text":" Activate Reaction envision; Trigger You are targeted by or within the area of the spell stored within the ring; Effect You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19. Once you do, the stored spell’s energy is spent, and the ring is empty.","category":"action","actions":"Reaction","rarity":"common","slug":"action-270"},{"skill_mod":{},"summary":"You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=271","weakness":{},"name":"command","actions_number":2,"id":"action-271","text":" Activate Single Action command; Effect You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-271"},{"skill_mod":{},"summary":"Snapping your fingers on the hand that wears the ring causes the ring to cast glibness on you with no visual manifestations of a spell being cast.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=272","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-272","text":" Activate Two Actions Interact; Frequency once per day; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast glibness on you with no visual manifestations of a spell being cast.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-272"},{"skill_mod":{},"summary":"You create a 4th-level glyph of warding containing fireball . You can have only one glyph of warding from a ring of maniacal devices …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=273","frequency":"once per day","weakness":{},"name":"10 minutes (Interact)","id":"action-273","text":" Activate 10 minutes (Interact); Frequency once per day; Effect You create a 4th-level glyph of warding containing fireball . You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring.","category":"action","rarity":"common","slug":"action-273"},{"skill_mod":{},"summary":"The ring replicates the effects of an 8th-level spell turning with a counteract modifier of +35, possibly causing the triggering spell to reflect …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You are targeted by a spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=274","weakness":{},"name":"envision","actions_number":1,"id":"action-274","text":" Activate Reaction envision; Trigger You are targeted by a spell; Effect The ring replicates the effects of an 8th-level spell turning with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-274"},{"skill_mod":{},"summary":"A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=275","frequency":"once per minute","weakness":{},"name":"(Interact)","actions_number":2,"id":"action-275","text":" Activate Single Action or more Actions (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed half the distance. Failure The target takes full damage and is pushed the full distance. Critical Failure The target takes double damage and is pushed twice the distance.","category":"action","actions":"Single Action or more Actions","rarity":"common","slug":"action-275"},{"skill_mod":{},"summary":"You pluck an eye from the robe and toss it into the air, where it turns invisible and floats to a destination you choose, with the same effect as a …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=276","weakness":{},"name":"Interact","actions_number":2,"id":"action-276","text":" Activate Single Action Interact; Effect You pluck an eye from the robe and toss it into the air, where it turns invisible and floats to a destination you choose, with the same effect as a 5th-level prying eye spell. You can Sustain the Activation just as you would be able to Sustain the Spell. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-276"},{"skill_mod":{},"summary":"You automatically succeed at your save against the triggering arcane spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a saving throw against an arcane spell, but you haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=277","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-277","text":" Activate Reaction command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.","category":"action","actions":"Reaction","rarity":"common","slug":"action-277"},{"skill_mod":{},"summary":"Tiny, hairlike tendrils extend from the slippers’ soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=278","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-278","text":" Activate Single Action command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers’ soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don’t need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you’re moving across greased, icy, or oiled surfaces.","category":"action","actions":"Single Action","rarity":"common","slug":"action-278"},{"skill_mod":{},"summary":"You gain the effects of an 8th-level true seeing spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=279","frequency":"once per day","weakness":{},"name":"envision, command","actions_number":4,"id":"action-279","text":" Activate Two Actions envision, command; Frequency once per day; Effect You gain the effects of an 8th-level true seeing spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-279"},{"skill_mod":{},"summary":"Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=280","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-280","text":" Activate Two Actions Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-280"},{"skill_mod":{},"summary":"As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=281","weakness":{},"name":"10 minutes (command, envision, Interact)","id":"action-281","text":" Activate 10 minutes (command, envision, Interact); Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level plane shift or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using plane shift or halve the distance you’re off-target with teleport . On a critical success, you arrive exactly on target.","category":"action","rarity":"common","slug":"action-281"},{"skill_mod":{},"summary":"The wayfinder is targeted by a 1st-level light spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=282","weakness":{},"name":"command","actions_number":2,"id":"action-282","text":" Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-282"},{"skill_mod":{},"summary":"You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=283","weakness":{},"name":"Interact, envision, command","actions_number":6,"id":"action-283","text":" Activate Three Actions Interact, envision, command; Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-283"},{"skill_mod":{},"summary":"You speak a command word and click the boots’ heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=284","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-284","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word and click the boots’ heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-284"},{"skill_mod":{},"primary_source":"The Fall of Plaguestone","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Fall of Plaguestone"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=285","weakness":{},"source_group":["The Fall of Plaguestone"],"primary_source_group":"The Fall of Plaguestone","name":"Interact","actions_number":2,"id":"action-285","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-285"},{"skill_mod":{},"summary":"You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, …","primary_source":"The Fall of Plaguestone","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Fall of Plaguestone"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=286","weakness":{},"source_group":["The Fall of Plaguestone"],"primary_source_group":"The Fall of Plaguestone","name":"envision, interact","actions_number":6,"id":"action-286","text":" Activate Three Actions envision, interact; Effect You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level detect magic spell that affects only the object.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-286"},{"skill_mod":{},"summary":"You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the fatigued condition. This does not remove the condition, it …","primary_source":"The Fall of Plaguestone","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Fall of Plaguestone"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=287","weakness":{},"source_group":["The Fall of Plaguestone"],"primary_source_group":"The Fall of Plaguestone","name":"envision, interact","actions_number":6,"id":"action-287","text":" Activate Three Actions envision, interact; Effect You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the fatigued condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become fatigued again while the ring’s power is in effect, the suppression ends, and you immediately take the penalties again.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-287"},{"skill_mod":{},"primary_source":"The Fall of Plaguestone","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Fall of Plaguestone"],"trigger":"You make an attack with a weapon in which you’re untrained; You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=288","frequency":"once per day","weakness":{},"source_group":["The Fall of Plaguestone"],"primary_source_group":"The Fall of Plaguestone","name":"envision","actions_number":0,"id":"action-288","text":" Activate Free Action envision; Frequency once per day; Trigger You make an attack with a weapon in which you’re untrained; You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-288"},{"skill_mod":{},"summary":"You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=289","weakness":{},"name":"Invest an Item","id":"action-289","text":" Invest an Item Source Core Rulebook pg. 531 --- You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you’ve Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you’re still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.","category":"action","rarity":"common","slug":"action-289"},{"skill_mod":{},"summary":"The creature you hit must succeed at a DC 19 Fortitude save or be sickened 1 by the gauntlet's acrid smoke. Creatures that don't need to breathe …","primary_source":"Pathfinder #145: Hellknight Hill","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #145: Hellknight Hill"],"trigger":"Your attack roll with the Cinderclaw gauntlet is a critical success.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=290","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"command","actions_number":1,"id":"action-290","text":" Activate Reaction command; Trigger Your attack roll with the Cinderclaw gauntlet is a critical success.; Effect The creature you hit must succeed at a DC 19 Fortitude save or be sickened 1 by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune.","category":"action","actions":"Reaction","rarity":"common","slug":"action-290"},{"skill_mod":{},"summary":"You get a +2 circumstance bonus to your attack roll. This can turn a miss into a hit.","primary_source":"Pathfinder #145: Hellknight Hill","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #145: Hellknight Hill"],"trigger":"You would miss with an attack made with a bow.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=291","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"command","actions_number":1,"id":"action-291","text":" Activate Reaction command; Frequency once per day; Trigger You would miss with an attack made with a bow.; Effect You get a +2 circumstance bonus to your attack roll. This can turn a miss into a hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-291"},{"skill_mod":{},"summary":"The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18).","primary_source":"Bestiary","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must be touching the heartstone .","source":["Bestiary"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=292","weakness":{},"name":"command","actions_number":2,"id":"action-292","text":" Activate Single Action command; Requirements You must be touching the heartstone .; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18).","category":"action","actions":"Single Action","rarity":"common","slug":"action-292"},{"skill_mod":{},"summary":"The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the …","primary_source":"Bestiary","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Bestiary"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=293","frequency":"once per day","weakness":{},"name":"command, Interact","id":"action-293","text":" Activate command, Interact; Frequency once per day; Effect The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again.","category":"action","rarity":"common","slug":"action-293"},{"remaster_name":["(concentrate, scrying)"],"skill_mod":{},"summary":"You sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the …","primary_source":"Bestiary","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren't wielding Blackaxe and you are its true owner. ","source":["Bestiary"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=294","weakness":{},"name":"(divination, scrying)","actions_number":2,"id":"action-294","text":" Activate Single Action (divination, scrying) Requirements You aren't wielding Blackaxe and you are its true owner. ; Effect You sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe , it must succeed at a DC 50 Will save or be slowed 2 until it relinquishes the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-294"},{"skill_mod":{},"summary":"You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a …","primary_source":"World Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["World Guide"],"trigger":" you are targeted by a mental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=295","weakness":{},"name":"envision","actions_number":1,"id":"action-295","text":" Activate Reaction envision; Trigger you are targeted by a mental effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever.","category":"action","actions":"Reaction","rarity":"common","slug":"action-295"},{"skill_mod":{},"summary":"You cast enlarge on yourself or use one of the other activated abilities granted by a later Living Monolith feat.\r\n","primary_source":"World Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["World Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=296","frequency":"a number of times each day equal to the number of class feats you have from the Living Monolith archetype","weakness":{},"name":"(envision), or a different activation if otherwise specified","actions_number":4,"id":"action-296","text":" Activate Two Actions (envision), or a different activation if otherwise specified; Frequency a number of times each day equal to the number of class feats you have from the Living Monolith archetype; Effect You cast enlarge on yourself or use one of the other activated abilities granted by a later Living Monolith feat.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-296"},{"skill_mod":{},"summary":"You gain the effect of protection against evil .","primary_source":"World Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["World Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=297","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-297","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You gain the effect of protection against evil .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-297"},{"skill_mod":{},"summary":"Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, …","primary_source":"World Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["World Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=298","frequency":"once per day","weakness":{},"name":"(Command)","actions_number":2,"id":"action-298","text":" Activate Single Action (Command); Frequency once per day; Effect Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-298"},{"skill_mod":{},"summary":"You execute a creature restrained beneath the blade. The executed creature takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or …","primary_source":"World Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["World Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=299","weakness":{},"name":"1 minute (Interact)","id":"action-299","text":" Activate 1 minute (Interact); Effect You execute a creature restrained beneath the blade. The executed creature takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe . The soul of a creature executed with a final blade is trapped, and the creature can’t be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade .","category":"action","rarity":"common","slug":"action-299"},{"skill_mod":{},"summary":"The dragon’s eye charm manifests fire for you to wield against your foe. You cast a 5th-level produce flame spell with a spell attack roll of …","primary_source":"Pathfinder #146: Cult of Cinders","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=300","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-300","text":" Activate Single Action Interact; Frequency once per day; Effect The dragon’s eye charm manifests fire for you to wield against your foe. You cast a 5th-level produce flame spell with a spell attack roll of +13.","category":"action","actions":"Single Action","rarity":"common","slug":"action-300"},{"skill_mod":{},"summary":"The charm’s pupil becomes plainly visible. You can look through the charm to gain darkvision for as long as you Sustain the Activation, to a …","primary_source":"Pathfinder #146: Cult of Cinders","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=301","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-301","text":" Activate Single Action Interact; Frequency once per day; Effect The charm’s pupil becomes plainly visible. You can look through the charm to gain darkvision for as long as you Sustain the Activation, to a maximum of 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-301"},{"skill_mod":{},"summary":"The dragon’s eye charm shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes.","primary_source":"Pathfinder #146: Cult of Cinders","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=302","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-302","text":" Activate Single Action Interact; Frequency once per day; Effect The dragon’s eye charm shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-302"},{"skill_mod":{},"summary":"You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes.","primary_source":"Pathfinder #146: Cult of Cinders","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=303","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-303","text":" Activate Single Action Interact; Frequency once per day; Effect You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-303"},{"skill_mod":{},"summary":" Eclipse’s blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the …","primary_source":"Pathfinder #146: Cult of Cinders","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=304","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"command","actions_number":2,"id":"action-304","text":" Activate Single Action command; Frequency once per day; Effect Eclipse’s blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the concentrate trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-304"},{"skill_mod":{},"summary":"You absorb light, gaining a +2 status bonus to the Stealth check.","primary_source":"Pathfinder #146: Cult of Cinders","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #146: Cult of Cinders"],"trigger":"You attempt a Stealth check to Hide or Sneak , but you haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=305","frequency":"three times per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"envision","actions_number":1,"id":"action-305","text":" Activate Reaction envision; Frequency three times per day; Trigger You attempt a Stealth check to Hide or Sneak, but you haven’t rolled yet; Effect You absorb light, gaining a +2 status bonus to the Stealth check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-305"},{"skill_mod":{},"summary":"You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. As long …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=308","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"envision, Interact","actions_number":4,"id":"action-308","text":" Activate Two Actions envision, Interact; Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. As long as there are enough transformed items, the belt can be used as artisan’s tools for that trade. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-308"},{"skill_mod":{},"summary":"You stir the cauldron, and it casts a 4th-level create food spell, filling itself with enough delicious vegetable stew to feed 12 Medium …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=309","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"command, Interact","actions_number":6,"id":"action-309","text":" Activate Three Actions command, Interact; Frequency once per day; Effect You stir the cauldron, and it casts a 4th-level create food spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-309"},{"skill_mod":{},"summary":"If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=310","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact (metamagic)","actions_number":2,"id":"action-310","text":" Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended.","category":"action","actions":"Single Action","rarity":"common","slug":"action-310"},{"skill_mod":{},"summary":"You touch the Eye of the Wise to a gem worth at least 10 gp, whereupon the Eye of the Wise assumes the appearance of the touched gemstone. While …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=311","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-311","text":" Activate Single Action Interact; Effect You touch the Eye of the Wise to a gem worth at least 10 gp, whereupon the Eye of the Wise assumes the appearance of the touched gemstone. While this connection is active, the carriers of the Eye of the Wise and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane. This connection is broken if the other gemstone is damaged, if the Eye of the Wise becomes attuned to another gemstone, or if the bearer of the Eye of the Wise Dismisses the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-311"},{"skill_mod":{},"summary":"You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=312","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-312","text":" Activate Single Action Interact; Effect You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to attempts to Decipher Writing, Disable a Device, Identify Magic, Pick a Lock, Seek, or Sense Motive. You can Sustain this activation as long as you hold the gem in place.","category":"action","actions":"Single Action","rarity":"common","slug":"action-312"},{"skill_mod":{},"summary":"You place the gourd home on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=313","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"(1 minute) Interact","id":"action-313","text":" Activate (1 minute) Interact; Effect You place the gourd home on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure with one door. The interior of the gourd is a single large room that can hold 10 Small or Medium creatures with moderate comfort.","category":"action","rarity":"common","slug":"action-313"},{"skill_mod":{},"summary":"By rapping on the door from either outside or inside, you cause the gourd home to shrink back into its normal size and appear to be a non-magical …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The gourd home must be expanded into its house form atop earth or soil.","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=314","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact","actions_number":2,"id":"action-314","text":" Activate Single Action Interact; Frequency once per day; Requirements The gourd home must be expanded into its house form atop earth or soil.; Effect By rapping on the door from either outside or inside, you cause the gourd home to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the gourd home becomes an extradimensional space whose size appears unchanged to those within. If anyone outside picks up or damages the gourd, or if anyone inside the gourd home attempts to exit, all creatures within the gourd home immediately reappear in the area surrounding the gourd, and the gourd home becomes inactive for 24 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-314"},{"skill_mod":{},"summary":"Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell …","primary_source":"Character Guide","trait_group":["School","Tradition"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=315","frequency":"once per day","weakness":{},"school":"evocation","name":"Energy Emanation","trait":["Evocation","Primal"],"actions_number":4,"id":"action-315","text":" Energy Emanation Two Actions Source Character Guide pg. 19 Frequency once per day --- Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-315"},{"skill_mod":{},"summary":"Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You attempt a saving throw against a magical effect but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=316","weakness":{},"name":"Resist Elf Magic","actions_number":1,"id":"action-316","text":" Resist Elf Magic Reaction Source Character Guide pg. 49 Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. --- Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-316"},{"skill_mod":{},"summary":"You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=317","weakness":{},"name":"Threatening Approach","actions_number":4,"id":"action-317","text":" Threatening Approach Two Actions Source Character Guide pg. 57 --- You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-317"},{"skill_mod":{},"summary":"You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury , but you haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=320","weakness":{},"name":"Call Upon the Brightness","actions_number":1,"id":"action-320","text":" Call Upon the Brightness Reaction Source Character Guide pg. 27 Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury , but you haven’t rolled yet --- You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.","category":"action","actions":"Reaction","rarity":"common","slug":"action-320"},{"skill_mod":{},"summary":"You interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"An enemy casts a spell that targets you or an ally within 15 feet of you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=321","weakness":{},"name":"Absorb into the Aegis","actions_number":1,"id":"action-321","text":" Absorb into the Aegis Reaction Source Character Guide pg. 94 Trigger An enemy casts a spell that targets you or an ally within 15 feet of you --- You interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell’s level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-321"},{"skill_mod":{},"summary":"You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=322","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-322","text":" Activate Two Actions command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-322"},{"skill_mod":{},"summary":"You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=323","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-323","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-323"},{"skill_mod":{},"primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You begin to fall","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=324","weakness":{},"name":"Interact","actions_number":1,"id":"action-324","text":" Activate Reaction Interact; Trigger You begin to fall; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-324"},{"skill_mod":{},"summary":"While conversing or otherwise casually interacting with other creatures, you can adjust the mantle’s clasp to modify those creatures’ recollections …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are Impersonating someone else","source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=325","frequency":"once per day","weakness":{},"name":"1 minute (envision, Interact)","id":"action-325","text":" Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle’s clasp to modify those creatures’ recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory. Success The creature recalls the interaction clearly. Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM.","category":"action","rarity":"common","slug":"action-325"},{"skill_mod":{},"primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=326","weakness":{},"name":"1 minute (Interact)","id":"action-326","text":" Activate 1 minute (Interact); ","category":"action","rarity":"common","slug":"action-326"},{"skill_mod":{},"summary":"You point the lance at a foe and call out, firing a beam with the effects of a 7th-level searing light .","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=327","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-327","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level searing light .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-327"},{"skill_mod":{},"summary":"With a thought, the wearer activates a disguise. While the sinister knight armor’s disguise is active, any identifying insignia or aesthetic of the …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=328","weakness":{},"name":"envision","actions_number":2,"id":"action-328","text":" Activate Single Action envision; Effect With a thought, the wearer activates a disguise. While the sinister knight armor’s disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its Perception check or the wearer critically fails a Deception or Stealth check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment). The wearer can Dismiss the disguise, and if the wearer’s armor is removed, the disguise deactivates automatically.","category":"action","actions":"Single Action","rarity":"common","slug":"action-328"},{"skill_mod":{},"summary":"You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=329","weakness":{},"name":"Interact","actions_number":2,"id":"action-329","text":" Activate Single Action Interact; Effect You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional 1d12 damage instead of the additional 1d4 damage, and then the shards return to their usual speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-329"},{"skill_mod":{},"summary":"The armor casts sanctuary on you.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=330","frequency":"once per 10 minutes","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-330","text":" Activate Two Actions command, Interact; Frequency once per 10 minutes; Effect The armor casts sanctuary on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-330"},{"skill_mod":{},"primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"The affixed object would take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=331","weakness":{},"name":"envision","actions_number":0,"id":"action-331","text":" Activate Free Action envision; Trigger The affixed object would take damage; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-331"},{"skill_mod":{},"summary":"You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder . A …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The coin is levitating above a wayfinder ","source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=332","weakness":{},"name":"command","actions_number":2,"id":"action-332","text":" Activate Single Action command; Requirements The coin is levitating above a wayfinder ; Effect You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder . A Pathfinder’s coin can hold only one message at a time, and it replays its message only once.","category":"action","actions":"Single Action","rarity":"common","slug":"action-332"},{"skill_mod":{},"summary":"You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=333","weakness":{},"name":"Interact","actions_number":2,"id":"action-333","text":" Activate Single Action Interact; Effect You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back.","category":"action","actions":"Single Action","rarity":"common","slug":"action-333"},{"skill_mod":{},"summary":"You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The scroll case contains a single scroll of a 1st-level spell","source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=334","weakness":{},"name":"Interact","actions_number":2,"id":"action-334","text":" Activate Single Action Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity , the scroll and its energy are lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-334"},{"skill_mod":{},"summary":"You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=335","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-335","text":" Activate Two Actions command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-335"},{"skill_mod":{},"summary":"You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=336","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-336","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You call upon the wayfinder’s divine blessings for yourself and your allies. The wayfinder casts bless , with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-336"},{"skill_mod":{},"summary":"You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=337","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-337","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-337"},{"skill_mod":{},"summary":"You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save.","primary_source":"Pathfinder #148: Fires of the Haunted City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=338","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"command","actions_number":4,"id":"action-338","text":" Activate Two Actions command; Frequency once per day; Effect You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-338"},{"skill_mod":{},"summary":"You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building …","primary_source":"Pathfinder #148: Fires of the Haunted City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=339","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"10 minutes (command, envision, Interact)","id":"action-339","text":" Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the structure trait.","category":"action","rarity":"common","slug":"action-339"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=340","frequency":"once per day","weakness":{},"name":"Mutagenic Flashback","trait":["Alchemist"],"actions_number":0,"id":"action-340","text":" Mutagenic Flashback Free Action Source Core Rulebook pg. 73 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-340"},{"skill_mod":{},"summary":"Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The creature is an animal companion.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=342","weakness":{},"name":"Support","actions_number":2,"id":"action-342","text":" Support Single Action Source Core Rulebook pg. 215 Requirements The creature is an animal companion. --- Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-342"},{"skill_mod":{},"summary":"The damaged creature must attempt a DC 33 Will save.","primary_source":"Pathfinder #149: Against the Scarlet Triad","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"trigger":"You damage a flat-footed creature with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=344","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"envision","actions_number":0,"id":"action-344","text":" Activate Free Action envision; Trigger You damage a flat-footed creature with the affixed weapon; Effect The damaged creature must attempt a DC 33 Will save.","category":"action","actions":"Free Action","rarity":"common","slug":"action-344"},{"skill_mod":{},"summary":"The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. …","primary_source":"Pathfinder #149: Against the Scarlet Triad","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"trigger":"The shield becomes broken when performing a Shield Block ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=345","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"envision","actions_number":0,"id":"action-345","text":" Activate Free Action envision; Trigger The shield becomes broken when performing a Shield Block; Effect The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals 6d8 force damage to all creatures in the area (DC 34 basic Reflex save).","category":"action","actions":"Free Action","rarity":"common","slug":"action-345"},{"skill_mod":{},"summary":"The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=346","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Sand Stride","trait":["Move"],"actions_number":4,"id":"action-346","text":" Sand Stride Two Actions Source Pathfinder #149: Against the Scarlet Triad pg. 80 --- The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-346"},{"skill_mod":{},"summary":"The Strike’s target takes 1d6 persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the …","primary_source":"Pathfinder #149: Against the Scarlet Triad","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The animal companion’s last action was a successful jaws Strike.","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=347","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Gnaw","actions_number":2,"id":"action-347","text":" Gnaw Single Action Source Pathfinder #149: Against the Scarlet Triad pg. 80 Requirements The animal companion’s last action was a successful jaws Strike. --- The Strike’s target takes 1d6 persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the persistent bleed damage increases to 2d6.","category":"action","actions":"Single Action","rarity":"common","slug":"action-347"},{"skill_mod":{},"summary":"The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"trigger":"A creature adjacent to the vulture is reduced to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=348","frequency":"once per hour","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Feast on the Fallen","trait":["Healing","Manipulate"],"actions_number":1,"id":"action-348","text":" Feast on the Fallen Reaction Source Pathfinder #149: Against the Scarlet Triad pg. 80 Frequency once per hour Trigger A creature adjacent to the vulture is reduced to 0 Hit Points --- The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points regained to 30.","category":"action","actions":"Reaction","rarity":"common","slug":"action-348"},{"skill_mod":{},"summary":"The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of …","primary_source":"Pathfinder #149: Against the Scarlet Triad","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=349","frequency":"once per round","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"command","actions_number":4,"id":"action-349","text":" Activate Two Actions command; Frequency once per round; Effect The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-349"},{"skill_mod":{},"summary":"You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 …","primary_source":"Pathfinder #150: Broken Promises","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #150: Broken Promises"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=350","frequency":"Three times per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"envision, Interact","actions_number":4,"id":"action-350","text":" Activate Two Actions envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards ). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb. Critical Success The dragon is unaffected. Success The dragon is stunned 3. Failure The dragon is stunned for as long as the orb’s wielder Sustains the Activation. Critical Failure As failure, but hostile actions don’t end the dragon’s stun.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-350"},{"skill_mod":{},"summary":"You transform the dagger of eternal sleep into a +1 grievous striking dagger and Strike an unconscious target with the dagger. If you are not …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=351","weakness":{},"name":"Interact","actions_number":2,"id":"action-351","text":" Activate Single Action Interact; Effect You transform the dagger of eternal sleep into a +1 grievous striking dagger and Strike an unconscious target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your Strike, you get a critical hit instead. The damage from the Strike and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use.","category":"action","actions":"Single Action","rarity":"common","slug":"action-351"},{"skill_mod":{},"summary":"You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=352","weakness":{},"name":"Interact","actions_number":4,"id":"action-352","text":" Activate Two Actions Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-352"},{"skill_mod":{},"summary":"You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist . Undead creatures can …","primary_source":"Gods & Magic","cost":"incense worth at least 5 gp","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=353","weakness":{},"name":"Interact","actions_number":4,"id":"action-353","text":" Activate Two Actions Interact; Cost incense worth at least 5 gp; Effect You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist . Undead creatures can see through the smoke as if it didn’t exist. Negative energy also disrupts the magic of the smoke; anyone who uses a negative effect, along with creatures affected by a negative effect, can see through the smoke for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-353"},{"skill_mod":{},"summary":"You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive , flaming , frost …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=354","frequency":"once per round","weakness":{},"name":"Interact","actions_number":2,"id":"action-354","text":" Activate Single Action Interact; Frequency once per round; Effect You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive , flaming , frost , shocking , or thundering property runes for 1 round, depending on the tail you chose.","category":"action","actions":"Single Action","rarity":"common","slug":"action-354"},{"skill_mod":{},"summary":"You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=355","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-355","text":" Activate Two Actions Interact; Frequency once per day; Effect You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive’s banner gain a +2 item bonus to Performance checks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-355"},{"skill_mod":{},"primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"trigger":"You fail a Reflex save against a damaging effect.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=356","weakness":{},"name":"envision","actions_number":1,"id":"action-356","text":" Activate Reaction envision; Trigger You fail a Reflex save against a damaging effect.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-356"},{"skill_mod":{},"summary":"You chant for a minute about a task at hand for the coming week to cast a 4th-level read omens spell that grants you cryptic but useful advice.","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=357","frequency":"once per week","weakness":{},"name":"1 minute (command)","id":"action-357","text":" Activate 1 minute (command); Frequency once per week; Effect You chant for a minute about a task at hand for the coming week to cast a 4th-level read omens spell that grants you cryptic but useful advice.","category":"action","rarity":"common","slug":"action-357"},{"skill_mod":{},"summary":"You use the mortar of hidden meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=358","frequency":"once per hour","weakness":{},"name":"1 minute (Interact)","id":"action-358","text":" Activate 1 minute (Interact); Frequency once per hour; Effect You use the mortar of hidden meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear.","category":"action","rarity":"common","slug":"action-358"},{"skill_mod":{},"summary":"You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=359","weakness":{},"name":"Interact","actions_number":2,"id":"action-359","text":" Activate Single Action Interact; Effect You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires.","category":"action","actions":"Single Action","rarity":"common","slug":"action-359"},{"skill_mod":{},"summary":"While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level control water …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=360","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-360","text":" Activate Single Action Interact; Frequency once per day; Effect While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level control water spell on the body of water.","category":"action","actions":"Single Action","rarity":"common","slug":"action-360"},{"skill_mod":{},"summary":"While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. Anyone within 60 …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=361","weakness":{},"name":"Interact (auditory)","actions_number":2,"id":"action-361","text":" Activate Single Action Interact (auditory) Effect While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance.","category":"action","actions":"Single Action","rarity":"common","slug":"action-361"},{"skill_mod":{},"summary":"Reroll the Acrobatics check and take the better result.","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"trigger":"You fail or critically fail an Acrobatics check to Balance and would fall","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=362","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":1,"id":"action-362","text":" Activate Reaction command; Trigger You fail or critically fail an Acrobatics check to Balance and would fall; Effect Reroll the Acrobatics check and take the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-362"},{"skill_mod":{},"primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"trigger":"You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as Cat’s Luck or Halfling Luck ).","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=363","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision","actions_number":0,"id":"action-363","text":" Activate Free Action envision; Trigger You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as Cat’s Luck or Halfling Luck).; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-363"},{"skill_mod":{},"summary":"You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals.","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=364","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, Interact","actions_number":4,"id":"action-364","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-364"},{"skill_mod":{},"summary":"The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of …","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=365","frequency":"three times per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision","actions_number":2,"id":"action-365","text":" Activate Single Action envision; Frequency three times per day; Effect The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical. Ordinary wine. Wine that, when imbibed, casts a 2nd-level restoration spell on the drinker. Wine that, when imbibed, casts a 4th-level nightmare spell on the drinker. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-365"},{"skill_mod":{},"summary":"When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and …","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=366","frequency":"Once per hour","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-366","text":" Activate Single Action Interact; Frequency Once per hour; Effect When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are frightened reduce the value of their frightened condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the right-hand button with another Interact action to extinguish the light.","category":"action","actions":"Single Action","rarity":"common","slug":"action-366"},{"skill_mod":{},"primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=367","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-367","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-367"},{"skill_mod":{},"summary":"You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden …","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=368","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"1 minute (command, envision, Interact)","id":"action-368","text":" Activate 1 minute (command, envision, Interact); Effect You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard. By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place. You have a +1 item bonus to Performance checks to play the calliope. The calliope has a tendency to produce music for a few seconds after you cease playing it, adding a jaunty and overlong conclusion to your music. If you use an Interact action to pull the small metal ring on the underside of the marvelous calliope , the calliope collapses back down into a slide whistle.","category":"action","rarity":"common","slug":"action-368"},{"skill_mod":{},"summary":"You play the calliope, causing it to cast charm on one of the listeners.","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=369","frequency":"once per hour","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":4,"id":"action-369","text":" Activate Two Actions Interact; Frequency once per hour; Effect You play the calliope, causing it to cast charm on one of the listeners.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-369"},{"skill_mod":{},"summary":"You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject …","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are within 10 feet of a moonstone pool ","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=370","frequency":"once per hour","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"focus","actions_number":6,"id":"action-370","text":" Activate Three Actions focus; Frequency once per hour; Requirements You are within 10 feet of a moonstone pool ; Effect You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-370"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list.","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=371","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Cast a Spell","id":"action-371","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.","category":"action","rarity":"common","slug":"action-371"},{"skill_mod":{},"primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=372","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-372","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-372"},{"skill_mod":{},"summary":"You dismount, moving off your mount into a space adjacent to it.","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"trigger":"You take damage while mounted or your mount Drops Prone","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=373","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"(move)","actions_number":1,"id":"action-373","text":" Activate Reaction (move) Trigger You take damage while mounted or your mount Drops Prone; Effect You dismount, moving off your mount into a space adjacent to it.","category":"action","actions":"Reaction","rarity":"common","slug":"action-373"},{"skill_mod":{},"summary":"You gain 10 temporary Hit Points, which last for 10 minutes.","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you are a human","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=374","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision","actions_number":2,"id":"action-374","text":" Activate Single Action envision; Frequency once per day; Requirements you are a human; Effect You gain 10 temporary Hit Points, which last for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-374"},{"skill_mod":{},"summary":"Until the end of your current turn, any animals you Strike with the whip must attempt a DC 25 Will save. On a failed or critically failed saving …","primary_source":"Pathfinder #152: Legacy of the Lost God","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=376","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":2,"id":"action-376","text":" Activate Single Action command; Effect Until the end of your current turn, any animals you Strike with the whip must attempt a DC 25 Will save. On a failed or critically failed saving throw, the whip casts a 4th-level suggestion spell on the animal with a base duration of 1 round, and the spell loses the linguistic trait. The course of action must still fulfill suggestion’s requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration.","category":"action","actions":"Single Action","rarity":"common","slug":"action-376"},{"skill_mod":{},"summary":"The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Mechanics","Rarity"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The companion’s last action was a successful Performance check to Perform .\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=380","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","spoilers":"Extinction Curse","name":"Mesmerizing Performance","trait":["Concentrate","Emotion","Uncommon"],"actions_number":2,"id":"action-380","text":" Mesmerizing Performance Single Action Source Pathfinder #152: Legacy of the Lost God pg. 76 Requirements The companion’s last action was a successful Performance check to Perform. --- The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save. Success The target is unaffected and temporarily immune for 1 hour Failure The target is fascinated by the companion for its next action and then is temporarily immune for 1 hour. Critical Failure The target is fascinated by the companion for 1 round. While it remains fascinated, it can’t use reactions.","category":"action","actions":"Single Action","rarity":"uncommon","slug":"action-380"},{"skill_mod":{},"primary_source":"PFS Quest #5: The Dragon Who Stole Evoking Day","primary_source_category":"Society","source_category":["Society"],"source":["PFS Quest #5: The Dragon Who Stole Evoking Day"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=381","weakness":{},"name":"Strike","actions_number":2,"id":"action-381","text":" Activate Single Action Strike; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-381"},{"skill_mod":{},"summary":"The genius diadem casts 7th-level feeblemind .","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=382","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-382","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect The genius diadem casts 7th-level feeblemind .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-382"},{"skill_mod":{},"summary":"The singing sword casts inspire courage .","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=383","frequency":"once per minute","weakness":{},"name":"command","actions_number":2,"id":"action-383","text":" Activate Single Action command; Frequency once per minute; Effect The singing sword casts inspire courage .","category":"action","actions":"Single Action","rarity":"common","slug":"action-383"},{"skill_mod":{},"summary":"The singing sword casts inspire defense .","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=384","frequency":"once per minute","weakness":{},"name":"command","actions_number":2,"id":"action-384","text":" Activate Single Action command; Frequency once per minute; Effect The singing sword casts inspire defense .","category":"action","actions":"Single Action","rarity":"common","slug":"action-384"},{"skill_mod":{},"summary":"The singing sword casts counter performance .","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"You or an ally within 60 feet rolls a saving throw against an auditory effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=385","frequency":"once per hour","weakness":{},"name":"command","actions_number":1,"id":"action-385","text":" Activate Reaction command; Frequency once per hour; Trigger You or an ally within 60 feet rolls a saving throw against an auditory effect; Effect The singing sword casts counter performance .","category":"action","actions":"Reaction","rarity":"common","slug":"action-385"},{"skill_mod":{},"summary":"The axe casts a 10th-level summon elemental spell to conjure an elite elemental avalanche . The spell is automatically sustained, requiring no …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=386","frequency":"once per week","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-386","text":" Activate Three Actions envision, Interact; Frequency once per week; Effect The axe casts a 10th-level summon elemental spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can Dismiss the Spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-386"},{"skill_mod":{},"summary":"You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=387","weakness":{},"name":"envision, Interact","actions_number":2,"id":"action-387","text":" Activate Single Action envision, Interact; Effect You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don’t voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-387"},{"skill_mod":{},"summary":"The elder sign casts a 10th-level banishment spell on an eldritch creature. Even if the creature isn’t extraplanar, the elder sign can still …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=388","weakness":{},"name":"command, envision, Interact","actions_number":4,"id":"action-388","text":" Activate Two Actions command, envision, Interact; Effect The elder sign casts a 10th-level banishment spell on an eldritch creature. Even if the creature isn’t extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-388"},{"skill_mod":{},"summary":"The elder sign casts dispel magic on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll.","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=389","weakness":{},"name":"command, envision, Interact","actions_number":4,"id":"action-389","text":" Activate Two Actions command, envision, Interact; Effect The elder sign casts dispel magic on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-389"},{"skill_mod":{},"summary":"The elder sign casts dimensional lock , though it wards against travel by only eldritch creatures. Each time the elder sign casts dimensional …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=390","weakness":{},"name":"command, envision, Interact","actions_number":4,"id":"action-390","text":" Activate Two Actions command, envision, Interact; Effect The elder sign casts dimensional lock , though it wards against travel by only eldritch creatures. Each time the elder sign casts dimensional lock in this way, the previous dimensional lock spell ends.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-390"},{"skill_mod":{},"summary":"You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=391","weakness":{},"name":"Interact","actions_number":4,"id":"action-391","text":" Activate Two Actions Interact; Effect You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental essence, like a personality trait; material essence, like a physical quality; vital essence, like a belief or instinct; or spiritual essence, like an alignment component such as good or lawful. You must succeed at a secret DC 30 skill check with a skill associated with a magical tradition that uses the essence you chose (for instance, Arcana or Occultism for mental essence, as arcane and occult magic both use mental essence). On a failure, you accidentally set the prism for some other quality.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-391"},{"skill_mod":{},"summary":"Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The prism has only one input stream, and a creature is encased in magic in the input stream","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=392","weakness":{},"name":"1 minute (Interact)","id":"action-392","text":" Activate 1 minute (Interact); Requirements The prism has only one input stream, and a creature is encased in magic in the input stream; Effect Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism’s first activation. For instance, if you set the prism to “good,” one creature would have all the original creature’s good aspects and the other would be the original creature’s evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation.","category":"action","rarity":"common","slug":"action-392"},{"skill_mod":{},"summary":"Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The prism has two input streams, and a creature is encased in magic in each of the input streams","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=393","weakness":{},"name":"1 minute (Interact)","id":"action-393","text":" Activate 1 minute (Interact); Requirements The prism has two input streams, and a creature is encased in magic in each of the input streams; Effect Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation.","category":"action","rarity":"common","slug":"action-393"},{"skill_mod":{},"summary":"The Forgefather’s seal glows and your armor shakes as it absorbs the blow. The attack’s damage is reduced by 100 and you cast earthquake (DC 40), …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"You are hit by an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=394","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":1,"id":"action-394","text":" Activate Reaction Interact; Frequency once per hour; Trigger You are hit by an attack; Effect The Forgefather’s seal glows and your armor shakes as it absorbs the blow. The attack’s damage is reduced by 100 and you cast earthquake (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you Cast the Spell, from as small as the size of the creature and up to a 60-foot burst.","category":"action","actions":"Reaction","rarity":"common","slug":"action-394"},{"skill_mod":{},"summary":"You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=395","frequency":"once per day","weakness":{},"name":"Interact","actions_number":6,"id":"action-395","text":" Activate Three Actions Interact; Frequency once per day; Effect You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the remake spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal’s ability to automatically repair shields becomes inactive until the next time you make your daily preparations.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-395"},{"skill_mod":{},"summary":"You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"You have not acted yet on your turn","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=396","weakness":{},"name":"envision","actions_number":0,"id":"action-396","text":" Activate Free Action envision; Trigger You have not acted yet on your turn; Effect You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a miracle spell or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather’s seal remains on this statue and can be transferred to another suit of armor or a runestone as normal.","category":"action","actions":"Free Action","rarity":"common","slug":"action-396"},{"skill_mod":{},"summary":"The creature takes 5d6 negative damage. If you are an undead, you regain Hit Points equal to the negative damage the creature took.","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"You touch a creature as part of an unarmed attack or melee spell attack roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=397","weakness":{},"name":"envision","actions_number":0,"id":"action-397","text":" Activate Free Action envision; Trigger You touch a creature as part of an unarmed attack or melee spell attack roll; Effect The creature takes 5d6 negative damage. If you are an undead, you regain Hit Points equal to the negative damage the creature took.","category":"action","actions":"Free Action","rarity":"common","slug":"action-397"},{"skill_mod":{},"summary":"The Horns of Naraga transform into Naraga, an ancient black dragon . Naraga appears in an adjacent appropriate space, and if no such space is …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=398","frequency":"once per day","weakness":{},"name":"command","actions_number":6,"id":"action-398","text":" Activate Three Actions command; Frequency once per day; Effect The Horns of Naraga transform into Naraga, an ancient black dragon. Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an Interact action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can’t be summoned for 1 week. You don’t receive any of the helm’s other benefits while it is transformed.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-398"},{"skill_mod":{},"summary":"You force a creature looking at the mirror to attempt an additional Will save against the mirror’s fascination effect, even if they succeeded at …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=399","weakness":{},"name":"envision (emotion, enchantment, incapacitation, visual)","actions_number":4,"id":"action-399","text":" Activate Two Actions envision (emotion, enchantment, incapacitation, visual); Effect You force a creature looking at the mirror to attempt an additional Will save against the mirror’s fascination effect, even if they succeeded at their save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-399"},{"skill_mod":{},"summary":"You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The target must be fascinated by the mirror","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=400","weakness":{},"name":"command (emotion, enchantment, incapacitation)","actions_number":6,"id":"action-400","text":" Activate Three Actions command (emotion, enchantment, incapacitation); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature’s nature is 35.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-400"},{"skill_mod":{},"summary":"You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=401","frequency":"once per round","weakness":{},"name":"command","actions_number":6,"id":"action-401","text":" Activate Three Actions command; Frequency once per round; Effect You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-401"},{"skill_mod":{},"summary":"You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=402","frequency":"three times per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-402","text":" Activate Two Actions envision, Interact; Frequency three times per day; Effect You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath’s damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-402"},{"skill_mod":{},"summary":"You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels’ worth of items …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=403","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":6,"id":"action-403","text":" Activate Three Actions Interact; Frequency once per minute; Effect You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels’ worth of items per day in this way. For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-403"},{"skill_mod":{},"summary":"You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=404","weakness":{},"name":"1 hour (Interact)","id":"action-404","text":" Activate 1 hour (Interact); Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher’s extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature’s unique abilities for 1 hour. This could grant one of several abilities such as a dragon’s Breath Weapon, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature’s DC. The mutagen grants only abilities based on a creature’s physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. Unlike normal for mutagens and effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you’ve consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM’s discretion.","category":"action","rarity":"common","slug":"action-404"},{"skill_mod":{},"summary":" Serithtial spends the appropriate number of actions and casts a 9th level heal or zone of truth spell (DC 45 for either of the two spells).","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=405","frequency":"once per hour","weakness":{},"name":"envision","id":"action-405","text":" Activate envision; Frequency once per hour; Effect Serithtial spends the appropriate number of actions and casts a 9th level heal or zone of truth spell (DC 45 for either of the two spells).","category":"action","rarity":"common","slug":"action-405"},{"skill_mod":{},"summary":"You recall the shot of the First Vault , which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=406","weakness":{},"name":"command","actions_number":2,"id":"action-406","text":" Activate Single Action command; Effect You recall the shot of the First Vault , which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 persistent bleed damage to each creature in which they were embedded. The fragments then unite to re-form the shot of the First Vault , which automatically reloads itself into your weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-406"},{"skill_mod":{},"summary":"You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=407","weakness":{},"name":"Interact","actions_number":6,"id":"action-407","text":" Activate Three Actions Interact; Requirements The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0; Effect You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the incapacitation trait. Regardless, the shot of the First Vault returns to the First Vault. Critical Success The creature is unaffected. Success The creature is moved 1d20×50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage. Failure The creature is transported to a random location on the plane of Axis. Critical Failure The creature is transported to the First Vault. Unless it is capable of eluding Abadar’s precautions, it is likely unable to escape the Vault on its own.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-407"},{"skill_mod":{},"summary":"You attempt a DC 30 Arcana or Occultism check to take control of the sphere. If someone else already controls the sphere, this check uses their …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are within 40 feet of the sphere","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=408","weakness":{},"name":"command","actions_number":2,"id":"action-408","text":" Activate Single Action command; Requirements You are within 40 feet of the sphere; Effect You attempt a DC 30 Arcana or Occultism check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round. When you Sustain the Activation, you must attempt a DC 30 Arcana or Occultism check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure).","category":"action","actions":"Single Action","rarity":"common","slug":"action-408"},{"skill_mod":{},"summary":"A spark flashes out from the relic toward a creature within 20 feet. This spark deals 1d12 electricity damage (basic Reflex save). The damage …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=409","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-409","text":" Activate Two Actions command, Interact; Effect A spark flashes out from the relic toward a creature within 20 feet. This spark deals 1d12 electricity damage (basic Reflex save). The damage increases by 1d12 at 6th level and by another 1d12 every 4 levels thereafter.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-409"},{"skill_mod":{},"summary":"An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=410","weakness":{},"name":"command","actions_number":2,"id":"action-410","text":" Activate Single Action command; Effect An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your next turn. At 13th level, this increases to a +3 circumstance bonus to AC against ranged attacks.","category":"action","actions":"Single Action","rarity":"common","slug":"action-410"},{"skill_mod":{},"summary":"The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=411","weakness":{},"name":"command","actions_number":4,"id":"action-411","text":" Activate Two Actions command; Effect The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than you. Any creature other than you that enters or starts its turn in the storm takes 1d12 electricity damage, with a basic Reflex save (2d12 damage at 15th level). You can Sustain this Activation up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-411"},{"skill_mod":{},"summary":"The relic casts fly targeting you.","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=412","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-412","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect The relic casts fly targeting you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-412"},{"skill_mod":{},"summary":"Your relic summons a creature to fight at your side, casting summon animal with a level of half the item’s level rounded up. You can Sustain this …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=413","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-413","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Your relic summons a creature to fight at your side, casting summon animal with a level of half the item’s level rounded up. You can Sustain this Activation as you would the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-413"},{"skill_mod":{},"summary":"Your hands transform into a pair of claws. These grant you a claw unarmed attack that deals 1d6 slashing damage and has the agile and finesse …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=414","weakness":{},"name":"command","actions_number":2,"id":"action-414","text":" Activate Single Action command; Effect Your hands transform into a pair of claws. These grant you a claw unarmed attack that deals 1d6 slashing damage and has the agile and finesse traits. This lasts until you Dismiss the effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-414"},{"skill_mod":{},"summary":"Calling upon the bestial nature within, you change shape into that of an animal. The relic casts animal form on you, transforming you into the …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=415","frequency":"twice per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-415","text":" Activate Two Actions command, envision; Frequency twice per day; Effect Calling upon the bestial nature within, you change shape into that of an animal. The relic casts animal form on you, transforming you into the same type of animal every time, chosen when the gift is gained; the spell level is half the item’s level, rounded down. At 11th level, the spell is 5th level, and the spell level goes up by 1 for every 2 levels beyond that.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-415"},{"skill_mod":{},"summary":"Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=416","weakness":{},"name":"command","actions_number":4,"id":"action-416","text":" Activate Two Actions command; Effect Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against them. Make a Strike against that foe, dealing an additional damage die on a hit. If the target is evil, it is also enfeebled 1 until the start of your next turn on a hit (or enfeebled 2 on a critical hit).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-416"},{"skill_mod":{},"summary":"Placing your hand on yourself or an ally, you heal their wounds and bolster their spirit. The target regains 1d8 HP per item level and reduces their …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=417","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-417","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect Placing your hand on yourself or an ally, you heal their wounds and bolster their spirit. The target regains 1d8 HP per item level and reduces their frightened value by 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-417"},{"skill_mod":{},"summary":"Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. Evil creatures in the area are frightened 1 , …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=418","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-418","text":" Activate Two Actions command, Interact; Effect Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. Evil creatures in the area are frightened 1, and can’t lower their frightened value below 1 as long as they remain in the light. Fiends in the area increase any weakness to good damage they have by 5. You can Sustain this Activation for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-418"},{"skill_mod":{},"summary":"Holy magic fills your armaments, making them true weapons against evil. For 1 minute, your weapons and unarmed attacks gain the holy weapon rune …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=419","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-419","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Holy magic fills your armaments, making them true weapons against evil. For 1 minute, your weapons and unarmed attacks gain the holy weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the holy rune takes effect. In addition, any successful Strikes your allies make while they’re within 30 feet of you deal 1 additional good damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-419"},{"skill_mod":{},"summary":"At your invitation, a celestial imbues your body with the divine. You gain 50 additional Hit Points, increasing both your maximum and current Hit …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=420","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-420","text":" Activate Two Actions command, Interact; Frequency once per day; Effect At your invitation, a celestial imbues your body with the divine. You gain 50 additional Hit Points, increasing both your maximum and current Hit Points, as well as weakness 10 to evil damage. If the relic has the righteous call gift, this activation grants the effects of that gift as well, without expending its daily use. You can Dismiss the effect. If you do, you can unleash a wave of holy power, causing the relic to cast an 8th-level divine decree , choosing good for the alignment.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-420"},{"skill_mod":{},"summary":"Your stare causes a creature’s flesh to rot and wither away. Target a creature you can see within 30 feet. Your stare deals 1d6 negative damage to …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=421","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-421","text":" Activate Two Actions envision, Interact; Effect Your stare causes a creature’s flesh to rot and wither away. Target a creature you can see within 30 feet. Your stare deals 1d6 negative damage to the creature for every 2 levels the relic has (minimum 1d6; basic Fortitude save). An undead creature or other creature with negative healing targeted this way is instead healed 1d6 HP per level of the relic and is temporarily immune to this effect for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-421"},{"skill_mod":{},"summary":"You shroud yourself with powers from beyond the living realm for 1 minute. While this shroud is active, you take on a pallid appearance and gain …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=422","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-422","text":" Activate Single Action command, Interact; Frequency once per day; Effect You shroud yourself with powers from beyond the living realm for 1 minute. While this shroud is active, you take on a pallid appearance and gain poison resistance equal to half the relic’s level and a +1 status bonus to saving throws against death effects, diseases, effects that would make you paralyzed, poison, and sleep effects. In addition, the DC for your recovery checks is 9 + your dying value instead of 10 + your dying value.","category":"action","actions":"Single Action","rarity":"common","slug":"action-422"},{"skill_mod":{},"summary":"You can call upon the terrifying powers that fuel your relic to transform yourself into a specter of death. You become incorporeal, having no …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=423","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-423","text":" Activate Two Actions command, envision; Frequency once per day; Effect You can call upon the terrifying powers that fuel your relic to transform yourself into a specter of death. You become incorporeal, having no physical body. You are immune to effects that require a physical body, including precision damage as well as exposure to most diseases and poisons. You also have resistance to all damage equal to half the relic’s level; force damage, ghost touch attacks, negative damage, and positive damage ignore this resistance, and the resistance doubles against non-magical damage. You can move through solid objects. When inside an object, you can’t perceive, attack, or Interact with anything outside it, and you’re always slowed 1 on turns you start in an object. Corporeal creatures can pass through you but can’t end their movement in your space. You can’t attempt Strength-based checks against corporeal creatures or objects, unless those objects have the ghost touch property rune. Likewise, corporeal creatures can’t attempt Strength-based checks against you. You can Sustain the Activation up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-423"},{"skill_mod":{},"summary":" Stone and crystal form a sphere that chases your foes. You create a geode in an unoccupied square within 30 feet. You can spend a single action, …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=424","frequency":"once per hour","weakness":{},"name":"command, envision","actions_number":4,"id":"action-424","text":" Activate Two Actions command, envision; Frequency once per hour; Effect Stone and crystal form a sphere that chases your foes. You create a geode in an unoccupied square within 30 feet. You can spend a single action, which has the concentrate trait, to move the geode up to 30 feet along the ground. If the geode enters a creature’s space, the creature must succeed at a basic Reflex save or take 2d6 bludgeoning damage; a creature can take damage this way only once per turn, even if you roll the geode through its space multiple times. The geode persists for up to 1 minute or until destroyed or Dismissed; it has AC 5, Hardness 10, and 40 Hit Points, and is immune to critical hits and precision damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-424"},{"skill_mod":{},"summary":"Seismic pulses from your relic ripple through the nearby ground, shaking sharp fragments to the surface. A 10-foot-radius patch of stone or earth …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=425","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-425","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect Seismic pulses from your relic ripple through the nearby ground, shaking sharp fragments to the surface. A 10-foot-radius patch of stone or earth within 60 feet is transformed into difficult terrain. A creature that enters an affected square during a move action must succeed at an Acrobatics check or Reflex save or take 1d6 piercing damage; it needs to roll only once per move action even if it moves through several squares. At 6th level and every 4 levels thereafter, increase the damage by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-425"},{"skill_mod":{},"summary":"Your relic reshapes the earth around you. You cast 5th-level wall of stone .","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=426","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":6,"id":"action-426","text":" Activate Three Actions command, Interact; Frequency once per day; Effect Your relic reshapes the earth around you. You cast 5th-level wall of stone .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-426"},{"skill_mod":{},"summary":"The evil within your relic curses an enemy’s wound to ensure they won’t heal. The triggering creature must attempt a Will save or be unable to …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"Your Strike with your relic deals damage to a creature within 60 feet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=427","weakness":{},"name":"command","actions_number":1,"id":"action-427","text":" Activate Reaction command; Trigger Your Strike with your relic deals damage to a creature within 60 feet; Effect The evil within your relic curses an enemy’s wound to ensure they won’t heal. The triggering creature must attempt a Will save or be unable to restore the Hit Points lost by damage from the triggering Strike until its next daily preparations. If you use Curse Wound on a creature already affected by your Curse Wound, your previous application expires.","category":"action","actions":"Reaction","rarity":"common","slug":"action-427"},{"skill_mod":{},"summary":"You bargain with the evil force empowering your relic for a boon, though you must trade something in return. Select one of the following benefits to …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=428","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-428","text":" Activate Single Action command; Frequency once per hour; Effect You bargain with the evil force empowering your relic for a boon, though you must trade something in return. Select one of the following benefits to gain. Your relic attempts to counteract a harmful condition affecting you. You regain 3d8+16 Hit Points. This is a healing effect. You gain a +2 status bonus to attack rolls for 1 minute. One of the following randomly determined effects occurs to you in payment, after applying the benefit. You are stupefied 1 for 1 minute. You are clumsy 1 for 1 minute. You lose 1d8 Hit Points. You take a –1 penalty to damage rolls for 1 minute. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-428"},{"skill_mod":{},"summary":"Profane energies twist your weapons, filling them with rage toward everything good. For 1 minute, your weapons and unarmed attacks gain the unholy …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=429","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-429","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Profane energies twist your weapons, filling them with rage toward everything good. For 1 minute, your weapons and unarmed attacks gain the unholy weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the unholy rune takes effect. In addition, successful Strikes your allies make while they’re within 30 feet of you deal 1 additional evil damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-429"},{"skill_mod":{},"summary":"Your relic opens a gate within itself, overwhelming your enemies with fiends. You cast 6th-level summon fiend , but summon two fiends instead of …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=430","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":6,"id":"action-430","text":" Activate Three Actions command, envision; Frequency once per day; Effect Your relic opens a gate within itself, overwhelming your enemies with fiends. You cast 6th-level summon fiend , but summon two fiends instead of one, and you can command them both with 1 action to Sustain a Spell. If the relic has the profane fervor gift, this activation grants the effects of that gift as well, without expending its daily use. For the next minute, you can use the following activation.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-430"},{"skill_mod":{},"summary":"You summon that same fiend again in an adjacent space. The fiend returns at full Hit Points and all conditions, spells, and other effects on it end …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"One of the fiends summoned by command legion is banished","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=431","weakness":{},"name":"envision","actions_number":0,"id":"action-431","text":" Activate Free Action envision; Trigger One of the fiends summoned by command legion is banished; Effect You summon that same fiend again in an adjacent space. The fiend returns at full Hit Points and all conditions, spells, and other effects on it end before you summon it again. However, it does not recover any limited-use abilities it used before, such as innate spells or abilities with a Frequency entry.","category":"action","actions":"Free Action","rarity":"common","slug":"action-431"},{"skill_mod":{},"summary":"A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet. The bolt deals 1d6 fire …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=432","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-432","text":" Activate Two Actions command, Interact; Effect A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet. The bolt deals 1d6 fire damage for every 2 levels the relic has (minimum 1d6). Critical Success The bolt deals double damage, as well as persistent fire damage equal to the level of the relic. Success The bolt deals full damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-432"},{"skill_mod":{},"summary":"Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the concealed …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=433","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-433","text":" Activate Two Actions command, envision; Frequency once per day; Effect Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the concealed condition for 1 minute. As the nature of this effect still leaves your location obvious, you can’t use this concealment to Hide or Sneak.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-433"},{"skill_mod":{},"summary":"Your eyes become attuned to heat signatures as your vision extends into the infrared, granting you a heatsight precise sense for 1 minute. Your …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=434","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-434","text":" Activate Two Actions command, envision; Frequency once per day; Effect Your eyes become attuned to heat signatures as your vision extends into the infrared, granting you a heatsight precise sense for 1 minute. Your heatsight can see temperature gradients out to a range of 30 feet, allowing you to detect living creatures and warm objects even in the dark. Warm objects block your heatsight even if they are transparent, such as hot water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-434"},{"skill_mod":{},"summary":"Flames from your relic channel through your body, erupting from your feet, hands, or other limbs with enough force to blast you across the ground and …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=435","frequency":"once per hour","weakness":{},"name":"envision","actions_number":2,"id":"action-435","text":" Activate Single Action envision; Frequency once per hour; Effect Flames from your relic channel through your body, erupting from your feet, hands, or other limbs with enough force to blast you across the ground and propel you through the air. For 1 minute, you gain a +10-foot status bonus to your Speed and gain a fly Speed equal to your new Speed or 20 feet, whichever is greater. You must end your turn on solid ground, or you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-435"},{"skill_mod":{},"summary":"You allow a portion of the fire magic housed in your relic to escape in a direction of your choice. You deal 1d10 fire damage for every 2 levels of …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=436","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-436","text":" Activate Two Actions command, Interact; Effect You allow a portion of the fire magic housed in your relic to escape in a direction of your choice. You deal 1d10 fire damage for every 2 levels of the relic to all creatures in a 30-foot cone (basic Reflex). You can’t use Searing Wave again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-436"},{"skill_mod":{},"summary":"Flames roar forth from the triggering creature, dealing 6d6 fire damage to all creatures in a 15-foot burst centered on it, including that creature …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"A creature within 60 feet is critically hit by or critically fails a save against a fire effect and is not reduced to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=437","weakness":{},"name":"envision","actions_number":1,"id":"action-437","text":" Activate Reaction envision; Trigger A creature within 60 feet is critically hit by or critically fails a save against a fire effect and is not reduced to 0 Hit Points; Effect Flames roar forth from the triggering creature, dealing 6d6 fire damage to all creatures in a 15-foot burst centered on it, including that creature (basic Reflex). You aren’t affected by the activation, though your allies are. If this damage reduces the triggering creature to 0 Hit Points, it is reduced to a fine ash, though its gear remains. You can’t use this activation again for 1d4 rounds.","category":"action","actions":"Reaction","rarity":"common","slug":"action-437"},{"skill_mod":{},"summary":"Effect An infusion of positive energy from your relic can temporarily animate an unliving object. You transform an adjacent inanimate object into an …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=438","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-438","text":" Activate Two Actions command, envision; Frequency once per day; Effect Effect An infusion of positive energy from your relic can temporarily animate an unliving object. You transform an adjacent inanimate object into an animated object with a level equal to one-half the relic’s level and appropriate to the object (so a broom would become an animated broom). The object pursues a single simple noncombat task you state when you use Bestow Life, ignoring any subsequent commands. The object is mindless and pursues the task single-mindedly and uncreatively. The object remains animated for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-438"},{"skill_mod":{},"summary":"You release a wave of positive energy in a 15-foot cone. You and each living target in the area regain 1d4 HP per level of the relic.","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=439","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-439","text":" Activate Two Actions envision; Frequency once per hour; Effect You release a wave of positive energy in a 15-foot cone. You and each living target in the area regain 1d4 HP per level of the relic.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-439"},{"skill_mod":{},"summary":"Your relic acts as a relay for vitality. You or an adjacent willing creature regain a number of Hit Points equal to the amount in excess of the …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"An ally within 60 feet regains more Hit Points than it is currently down via a targeted positive healing effect without a duration","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=440","weakness":{},"name":"envision","actions_number":1,"id":"action-440","text":" Activate Reaction envision; Trigger An ally within 60 feet regains more Hit Points than it is currently down via a targeted positive healing effect without a duration; Effect Your relic acts as a relay for vitality. You or an adjacent willing creature regain a number of Hit Points equal to the amount in excess of the triggering creature’s maximum Hit Points; for instance, if the triggering creature was missing 5 Hit Points and was targeted by a heal spell that restored 12 Hit Points, you or an adjacent willing creature would regain the remaining 7 Hit Points.","category":"action","actions":"Reaction","rarity":"common","slug":"action-440"},{"skill_mod":{},"summary":"Massive amounts of positive energy surge forth. For 1 minute, you emit positive energy in a 10-foot emanation centered on you. At the end of your …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=441","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-441","text":" Activate Two Actions envision; Frequency once per day; Effect Massive amounts of positive energy surge forth. For 1 minute, you emit positive energy in a 10-foot emanation centered on you. At the end of your turn, you (if you are living) and allied living creatures in the emanation regain 10 Hit Points. If you or an allied creature would die due to an increased dying value, you can Dismiss the activation as a free action to prevent the death; if you do, their dying value doesn’t increase.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-441"},{"skill_mod":{},"summary":"Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"trigger":"You fail an attack roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=442","weakness":{},"name":"envision","actions_number":1,"id":"action-442","text":" Activate Reaction envision; Trigger You fail an attack roll; Effect Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next one. You gain a +1 circumstance bonus to your next attack roll against the target you missed, as long as it is made before the beginning of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-442"},{"skill_mod":{},"summary":"Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=443","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-443","text":" Activate Two Actions envision; Frequency once per day; Effect Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that enters a 120-foot-radius emanation, centered on you, must attempt a secret Will save, after which the creature is then temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature takes a –2 status penalty to Perception checks to Seek or otherwise detect you. Failure You filter all of the creature’s senses, making it difficult for it to notice you. When you are hidden or undetected from the creature, it doesn’t observe you as soon as you do anything other than Hide, Sneak, or Step. If it rolls a Perception check to Seek or otherwise detect you, it gets the outcome one degree of success worse than what it rolled, and if you roll a Stealth check to Hide, Sneak, or otherwise escape its attention, you get the outcome one degree of success better than what you rolled against the creature. If you use a hostile action toward the creature, the effect ends for that creature after your hostile action is completed. Critical Failure As failure, but the effect doesn’t end for that creature if you use a hostile action against it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-443"},{"skill_mod":{},"summary":"Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a basic …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=444","weakness":{},"name":"envision","actions_number":4,"id":"action-444","text":" Activate Two Actions envision; Effect Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a basic Will save or take 1d10 mental damage for every 2 levels of the relic. On a critical failure, they are also stupefied 1 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-444"},{"skill_mod":{},"summary":"Pollen and poison spores spray from your relic, dealing 1d6 poison damage for every 2 relic levels (minimum 1d6) to all creatures in a 15-foot cone …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=445","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-445","text":" Activate Two Actions command, Interact; Effect Pollen and poison spores spray from your relic, dealing 1d6 poison damage for every 2 relic levels (minimum 1d6) to all creatures in a 15-foot cone (basic Fortitude save). On a critical failure, targets are also dazzled for 1 round. You can’t use Pollen Spray again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-445"},{"skill_mod":{},"summary":"Your relic rapidly matures and animates nearby plant matter into an ally to fight by you, casting summon plant or fungus , with a level of half …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=446","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-446","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Your relic rapidly matures and animates nearby plant matter into an ally to fight by you, casting summon plant or fungus , with a level of half the item’s level rounded up. You can Sustain this Activation as you would the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-446"},{"skill_mod":{},"summary":"Your relic launches a sticky, multi-stranded vine at a target within 50 feet. Make an attack roll as you would when using a grappling hook, but if …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=447","weakness":{},"name":"Interact","actions_number":2,"id":"action-447","text":" Activate Single Action Interact; Effect Your relic launches a sticky, multi-stranded vine at a target within 50 feet. Make an attack roll as you would when using a grappling hook, but if you roll a critical failure on the check to secure the vine, you get a failure instead. Once the vine is anchored, creatures receive a +1 status bonus to Athletics checks to Climb the vine, and they gain a +5-foot status bonus to the distance they move with a successful check while Climbing using the vine. The vine lasts for 1 day or until you use Grappling Vine again, at which point your older vine withers.","category":"action","actions":"Single Action","rarity":"common","slug":"action-447"},{"skill_mod":{},"summary":"You discorporate into a cloud of petals and leaves. This grants you the swarm trait, immunity to falling damage, resistance 5 to bludgeoning and …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=448","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-448","text":" Activate Two Actions envision; Frequency once per hour; Effect You discorporate into a cloud of petals and leaves. This grants you the swarm trait, immunity to falling damage, resistance 5 to bludgeoning and slashing damage, and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent petals through the gap. You don’t gain the swarm mind ability, so you are still affected normally by mental effects. As a swarm, you can’t speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your Strikes with your normal body. You remain in this form for 1 minute or until you Dismiss the activation. At 13th level, the relic gains a reaction that triggers when you fall or take damage, applying this gift’s resistances, weaknesses, and immunity to falling damage to the triggering effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-448"},{"skill_mod":{},"summary":"With a pulse of natural energy, your relic grows massive plants in an instant. The megaflora is of one of the following types, chosen by the GM when …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=449","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-449","text":" Activate Two Actions command, Interact; Frequency once per day; Effect With a pulse of natural energy, your relic grows massive plants in an instant. The megaflora is of one of the following types, chosen by the GM when the relic gains this gift. A megaflora appears in an unoccupied 10-foot space within 30 feet and has 50 Hit Points, weakness to fire 5, 37 AC, +20 Reflex, and +30 Fortitude. It persists for 1 minute or until reduced to 0 Hit Points. Corpseflower A single putrid-smelling flower grows at the target location. While the flower persists, each round at the end of your turn, all creatures in a 20-foot burst centered on the plant except you must succeed at a Fortitude save or be sickened 2 (also stunned 2 on a critical failure). This is a poison effect. Thorns A 10-foot-tall thorned plant or bamboo stalk grows at the target location. While the stalk persists, each round at the end of your turn, sharp stakes erupt from the ground, dealing 6d8 piercing damage to all creatures in a 20-foot burst centered on the plant except you (basic Reflex) Tree of Life A large tree bearing life-giving fruit grows at the target location. While the tree persists, living creatures within reach of the tree can use an Interact action to pick and eat one of the tree’s fruits, regaining 2d8+5 Hit Points; picking a fruit without eating it causes the fruit to instantly vanish. This is a healing effect, and a given creature can heal from the tree only once per round. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-449"},{"skill_mod":{},"summary":"Your relic pulls at nearby shadows, twisting them into the shape of a simple weapon or a simple tool or item, such as a rope or crowbar. It lasts …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=450","weakness":{},"name":"Interact","actions_number":2,"id":"action-450","text":" Activate Single Action Interact; Effect Your relic pulls at nearby shadows, twisting them into the shape of a simple weapon or a simple tool or item, such as a rope or crowbar. It lasts until it is used for a single activity, until you use shadow smith again, or for 1 minute, whichever comes first, after which it dissipates.","category":"action","actions":"Single Action","rarity":"common","slug":"action-450"},{"skill_mod":{},"summary":"Your relic’s shadow detaches from your relic and dances through the air to attack an enemy. When you Activate the relic, designate a target. The …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=451","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-451","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect Your relic’s shadow detaches from your relic and dances through the air to attack an enemy. When you Activate the relic, designate a target. The relic’s shadow flies up to 60 feet until it is adjacent to that foe and then makes a Strike against it, dealing 5d8 damage on a success or double that on a critical success; the damage type is of any type normally dealt by your relic. The shadow uses your attack bonus with the relic, and it uses and contributes to your multiple attack penalty. While this activation is in effect, you can use a single action, which has the attack and concentrate traits, to mentally direct the shadow to make another Strike against the same target. The shadow lasts until that target is reduced to 0 Hit Points, that target moves more than 400 feet from you, or that target moves to an area where no shadow could be cast, such as an area of complete darkness, whichever comes first. The shadow doesn’t take up space, grant flanking, or have any other attributes a creature would, and it automatically follows the chosen foe. The shadow can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-451"},{"skill_mod":{},"summary":"Your relic creates a path from your shadow to a nearby one, teleporting you and any items you’re wearing or holding from your current space to an …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=452","weakness":{},"name":"command, envision","actions_number":4,"id":"action-452","text":" Activate Two Actions command, envision; Effect Your relic creates a path from your shadow to a nearby one, teleporting you and any items you’re wearing or holding from your current space to an unoccupied one within 30 feet that you can see. You can’t use the dark roads gift again for 1d4 rounds. If the destination is not within an area of bright light, the range is instead 60 feet. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the gift fails.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-452"},{"skill_mod":{},"summary":"Shadowy essence infuses your body, and you can reshape wisps of yourself into a variety of damaging shadows. This has the effect of a 6th-level …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=453","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-453","text":" Activate Two Actions command, Interact; Effect Shadowy essence infuses your body, and you can reshape wisps of yourself into a variety of damaging shadows. This has the effect of a 6th-level shadow blast , choosing from only bludgeoning, slashing, or piercing damage. You can’t use this activation again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-453"},{"skill_mod":{},"summary":"You call down a curtain of violent rain in a location within 120 feet. The wall is 5 feet thick, 30 feet long, up to 30 feet high, and lasts for 1 …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=454","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":6,"id":"action-454","text":" Activate Three Actions command, envision; Frequency once per day; Effect You call down a curtain of violent rain in a location within 120 feet. The wall is 5 feet thick, 30 feet long, up to 30 feet high, and lasts for 1 minute. The wall stands vertically, but you can shape its path. The wall has the following effects. If a fire effect crosses through the wall, it either uses the outcome one degree of success worse than the result of its attack roll or its targets use the outcome one degree of success better than the result of their saving throw, as appropriate. Creatures with a weakness to water that cross the wall or start their turn in the wall take damage equal to their weakness. The wall imposes a –2 status penalty to Perception checks to sense creatures or objects on the other side. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-454"},{"skill_mod":{},"summary":"Ankle-deep water floods outward from you, filling a 60-foot emanation centered on you for 1 minute. Enemies within the area without a swim Speed …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=458","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-458","text":" Activate Two Actions command, envision; Frequency once per day; Effect Ankle-deep water floods outward from you, filling a 60-foot emanation centered on you for 1 minute. Enemies within the area without a swim Speed treat the area as difficult terrain for movement on land. While the effect persists, you can have any water effects you generate originate from any point within the emanation, in addition to their normal range and area.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-458"},{"skill_mod":{},"summary":"Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal 2d10 bludgeoning …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=459","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-459","text":" Activate Two Actions command, envision; Frequency once per day; Effect Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal 2d10 bludgeoning damage plus 2 bludgeoning splash damage. At 3rd level and every 2 levels thereafter, increase the initial damage by 1d10 and the splash damage by 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-459"},{"skill_mod":{},"summary":"Your relic can absorb and release water, storing it in a endless reservoir. You either touch your relic to an adjacent body of water and absorb 1 …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=460","weakness":{},"name":"Interact","actions_number":2,"id":"action-460","text":" Activate Single Action Interact; Effect Your relic can absorb and release water, storing it in a endless reservoir. You either touch your relic to an adjacent body of water and absorb 1 gallon of it into the reservoir, or you release 1 gallon of a liquid from the reservoir. You can add another action to the activation to absorb water from a touched creature made entirely of water, like a water elemental. If you do, it takes 1d6 damage per relic level (basic Fortitude save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-460"},{"skill_mod":{},"summary":"Your relic attempts to counteract the effect, expending 1 gallon of stored liquid. At the GM’s discretion, you can use this ability on effects made …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=461","frequency":"You are targeted by an <%TRAITS%3%%>acid<%END> or <%TRAITS%165%%>water<%END> effect","weakness":{},"name":"Interact","actions_number":1,"id":"action-461","text":" Activate Reaction Interact; Frequency You are targeted by an acid or water effect; Effect Your relic attempts to counteract the effect, expending 1 gallon of stored liquid. At the GM’s discretion, you can use this ability on effects made of other liquids, such as blood.","category":"action","actions":"Reaction","rarity":"common","slug":"action-461"},{"skill_mod":{},"primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=462","weakness":{},"name":"Interact","actions_number":2,"id":"action-462","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-462"},{"skill_mod":{},"summary":"You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.","primary_source":"Gamemastery Guide","trait_group":["Mechanics","AoN-Special","Variant Rules"],"cost":"1 Resolve Point","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=463","weakness":{},"name":"Take a Breather","trait":["Exploration","Stamina"],"id":"action-463","text":" Take a Breather Source Gamemastery Guide pg. 200 Cost 1 Resolve Point --- You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.","category":"action","rarity":"common","slug":"action-463"},{"skill_mod":{},"summary":"You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you’re using the Performance skill, …","primary_source":"Gamemastery Guide","trait_group":["Sense","Mechanics","AoN-Special","Variant Rules"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"trained in Diplomacy , Intimidation , or Performance ","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=464","weakness":{},"name":"Rally","trait":["Auditory","Emotion","Exploration","Linguistic","Mental","Stamina"],"id":"action-464","text":" Rally Source Gamemastery Guide pg. 201 Requirements trained in Diplomacy, Intimidation, or 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. Critical Success The ally can spend 1 Resolve Point to regain all their Stamina Points. Success You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points. Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.","category":"action","rarity":"common","slug":"action-464"},{"skill_mod":{},"summary":"You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"cost":"A bribe worth at least one-tenth of the Currency per Additional PC listed on Table 10–9: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check.","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’ve successfully Gained a Contact (see below).","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=465","weakness":{},"name":"Bribe Contact","trait":["Downtime","Secret"],"id":"action-465","text":" Bribe Contact Source Gamemastery Guide pg. 163 Cost A bribe worth at least one-tenth of the Currency per Additional PC listed on Table 10–9: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check. Requirements You’ve successfully Gained a Contact (see below). --- You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check. Success The contact accepts the bribe and you gain 1 EP. Failure You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. Critical Failure As failure, but adding 2 AP to the infiltration.","category":"action","rarity":"common","slug":"action-465"},{"skill_mod":{},"summary":"You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=466","weakness":{},"name":"Forge Documents","trait":["Downtime","Secret"],"id":"action-466","text":" Forge Documents Source Gamemastery Guide pg. 163 --- You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. Success You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. Failure You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. Critical Failure As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure.","category":"action","rarity":"common","slug":"action-466"},{"skill_mod":{},"summary":"You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=467","weakness":{},"name":"Gain Contact","trait":["Downtime"],"id":"action-467","text":" Gain Contact Source Gamemastery Guide pg. 163 --- You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, or a check using a Lore skill appropriate to your prospective contact. Success You make contact and gain 1 EP. Failure You fail to make contact. Critical Failure You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. Special Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party’s Awareness Points.","category":"action","rarity":"common","slug":"action-467"},{"skill_mod":{},"summary":"You seek out rumors about the infiltration’s target. Attempt a normal, hard, or very hard Diplomacy check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=468","weakness":{},"name":"Gossip","trait":["Downtime","Secret"],"id":"action-468","text":" Gossip Source Gamemastery Guide pg. 163 --- You seek out rumors about the infiltration’s target. Attempt a normal, hard, or very hard Diplomacy check. Critical Success You gain inside information about the location or group you’re trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. Success You gain inside information about the place or group you’re attempting to infiltrate that aids your planning. Failure You learn nothing. Critical Failure You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you’re asking after that group or individual, increasing your Awareness Points by 1.","category":"action","rarity":"common","slug":"action-468"},{"skill_mod":{},"summary":"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. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=469","weakness":{},"name":"Scout Location","trait":["Downtime","Secret"],"id":"action-469","text":" Scout Location Source Gamemastery Guide pg. 163 --- 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.","category":"action","rarity":"common","slug":"action-469"},{"skill_mod":{},"summary":"You seek to procure or create disguises. Attempt a normal, hard, or very hard Crafting, Deception, Performance, or Society check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=470","weakness":{},"name":"Secure Disguises","trait":["Downtime"],"id":"action-470","text":" Secure Disguises Source Gamemastery Guide pg. 163 --- 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.","category":"action","rarity":"common","slug":"action-470"},{"skill_mod":{},"summary":"If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round.","source":["Gamemastery Guide"],"trigger":"You attempt a melee Strike against your opponent, but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=471","weakness":{},"name":"Bullying Press","trait":["Flourish"],"actions_number":1,"id":"action-471","text":" Bullying Press Reaction Source Gamemastery Guide pg. 167 Trigger You attempt a melee Strike against your opponent, but haven’t rolled yet. Requirements You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round. --- If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-471"},{"skill_mod":{},"summary":"You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round.","source":["Gamemastery Guide"],"trigger":"An opponent hits, but does not critically hit you, with a melee Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=472","weakness":{},"name":"Deceptive Sidestep","trait":["Misfortune"],"actions_number":1,"id":"action-472","text":" Deceptive Sidestep Reaction Source Gamemastery Guide pg. 167 Trigger An opponent hits, but does not critically hit you, with a melee Strike. Requirements You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round. --- You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using Intimidation for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll.","category":"action","actions":"Reaction","rarity":"common","slug":"action-472"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Perception, and you rolled a Perception check for initiative this round.","source":["Gamemastery Guide"],"trigger":"You attempt a melee Strike against your opponent, but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=473","weakness":{},"name":"Sense Weakness","actions_number":1,"id":"action-473","text":" Sense Weakness Reaction Source Gamemastery Guide pg. 167 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-473"},{"skill_mod":{},"summary":"Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a duel and have a tradition focus.","source":["Gamemastery Guide"],"trigger":"Your opponent Casts a Spell from the same tradition as your tradition focus.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=474","weakness":{},"name":"Dueling Counter","trait":["Magical"],"actions_number":1,"id":"action-474","text":" Dueling Counter Reaction Source Gamemastery Guide pg. 167 Trigger Your opponent Casts a Spell from the same tradition as your tradition focus. Requirements You are in a duel and have a tradition focus. --- Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.","category":"action","actions":"Reaction","rarity":"common","slug":"action-474"},{"skill_mod":{},"summary":"You change your tradition focus to another magical tradition.","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a duel and are trained in the skill for the tradition you’re changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine).","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=475","weakness":{},"name":"Change Tradition Focus","actions_number":2,"id":"action-475","text":" Change Tradition Focus Single Action Source Gamemastery Guide pg. 167 Requirements You are in a duel and are trained in the skill for the tradition you’re changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine). --- You change your tradition focus to another magical tradition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-475"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=476","weakness":{},"name":"Travel","trait":["Move"],"id":"action-476","text":" Travel Source Gamemastery Guide pg. 172 --- 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.","category":"action","rarity":"common","slug":"action-476"},{"skill_mod":{},"summary":"You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=477","weakness":{},"name":"Reconnoiter","trait":["Concentrate"],"id":"action-477","text":" Reconnoiter Source Gamemastery Guide pg. 173 --- 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 Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). 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.","category":"action","rarity":"common","slug":"action-477"},{"skill_mod":{},"summary":"You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=478","weakness":{},"name":"Fortify Camp","id":"action-478","text":" Fortify Camp Source Gamemastery Guide pg. 173 --- You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.","category":"action","rarity":"common","slug":"action-478"},{"skill_mod":{},"summary":"As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=479","weakness":{},"name":"Map the Area","trait":["Concentrate"],"id":"action-479","text":" Map the Area Source Gamemastery Guide pg. 173 --- As long as your group has successfully Reconnoitered 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.","category":"action","rarity":"common","slug":"action-479"},{"skill_mod":{},"summary":"You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=480","weakness":{},"name":"Influence","trait":["Concentrate","Linguistic"],"id":"action-480","text":" Influence Source Gamemastery Guide pg. 151 --- You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block). Critical Success You gain 2 Influence Points with the chosen NPC. Success You gain 1 Influence Point with the chosen NPC. Failure You gain no Influence Points with the chosen NPC. Critical Failure You lose 1 Influence Point with the chosen NPC.","category":"action","rarity":"common","slug":"action-480"},{"skill_mod":{},"summary":"You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=481","weakness":{},"name":"Discover","trait":["Concentrate","Secret"],"id":"action-481","text":" Discover Source Gamemastery Guide pg. 151 --- You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC’s influence stat block. Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC’s personal biases, one of the NPC’s resistances, or one of the NPC’s weaknesses. Failure You learn no information. Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery.","category":"action","rarity":"common","slug":"action-481"},{"skill_mod":{},"summary":"You board a vehicle through an open top, a door, a portal, or a hatch; if you’re already on board, you can instead use this action to disembark into …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are adjacent to a point of entry on the vehicle you are attempting to board.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=482","weakness":{},"name":"Board","trait":["Move"],"actions_number":2,"id":"action-482","text":" Board Single Action Source Gamemastery Guide pg. 175 Requirements You are adjacent to a point of entry on the vehicle you are attempting to board. --- You board a vehicle through an open top, a door, a portal, or a hatch; if you’re already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle’s point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful Acrobatics or Athletics check with a DC equal to the vehicle’s AC.","category":"action","actions":"Single Action","rarity":"common","slug":"action-482"},{"remaster_name":["Drive (Varies)"],"skill_mod":{},"summary":"You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=483","weakness":{},"name":"Drive","trait":["Move"],"id":"action-483","text":" Drive Source Gamemastery Guide pg. 175 Requirements You are piloting a vehicle. --- You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can’t Drive through spaces occupied by creatures, even if they are allies. Single Action Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. Two Actions(reckless) The vehicle moves up to twice its Speed in a straight line at the vehicle’s current heading. Three Actions (reckless) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle’s current heading.","category":"action","rarity":"common","slug":"action-483"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=484","weakness":{},"name":"Run Over","trait":["Move","Reckless"],"actions_number":6,"id":"action-484","text":" Run Over Three Actions Source Gamemastery Guide pg. 176 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.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-484"},{"skill_mod":{},"summary":"You bring the vehicle to a stop.","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle in motion.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=485","weakness":{},"name":"Stop","trait":["Manipulate"],"actions_number":2,"id":"action-485","text":" Stop Single Action Source Gamemastery Guide pg. 176 Requirements You are piloting a vehicle in motion. --- You bring the vehicle to a stop.","category":"action","actions":"Single Action","rarity":"common","slug":"action-485"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are aboard the vehicle and adjacent to its controls.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=486","weakness":{},"name":"Take Control","trait":["Manipulate"],"actions_number":2,"id":"action-486","text":" Take Control Single Action Source Gamemastery Guide pg. 176 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-486"},{"skill_mod":{},"summary":"You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you …","primary_source":"Pathfinder #153: Life's Long Shadows","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=487","frequency":"one per hour","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":4,"id":"action-487","text":" Activate Two Actions Interact; Frequency one per hour; Effect You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A controlled golem is helpful toward you and follows your orders to the best of its ability as long as it is under your control. If the golem’s original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic . If the golem you are targeting has already been inscribed with a golem stylus , you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus’s item level or your Arcana skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-487"},{"skill_mod":{},"summary":"You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you …","primary_source":"Pathfinder #153: Life's Long Shadows","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand)","source":["Pathfinder #153: Life's Long Shadows"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=488","frequency":"three times per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"1 minute","id":"action-488","text":" Activate 1 minute; Frequency three times per day; Requirements You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand); Effect You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can’t carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails.","category":"action","rarity":"common","slug":"action-488"},{"skill_mod":{},"summary":"You place the shovel in a starting position and specify the dimensions and direction to dig (such as “Dig down 8 feet in a rectangle sized 30 feet by …","primary_source":"Pathfinder #153: Life's Long Shadows","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=489","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, envision","actions_number":4,"id":"action-489","text":" Activate Two Actions command, envision; Frequency once per day; Effect You place the shovel in a starting position and specify the dimensions and direction to dig (such as “Dig down 8 feet in a rectangle sized 30 feet by 40 feet” or “Dig straight ahead for 30 feet”). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-489"},{"skill_mod":{},"summary":"The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=491","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Tongue Pull","trait":["Attack"],"actions_number":2,"id":"action-491","text":" Tongue Pull Single Action Source Pathfinder #154: Siege of the Dinosaurs pg. 73 --- The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also grabbed until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-491"},{"skill_mod":{},"summary":"The monitor lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=492","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Lurching Rush","actions_number":4,"id":"action-492","text":" Lurching Rush Two Actions Source Pathfinder #154: Siege of the Dinosaurs pg. 74 --- The monitor lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-492"},{"skill_mod":{},"summary":"The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=493","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Pterosaur Swoop","actions_number":4,"id":"action-493","text":" Pterosaur Swoop Two Actions Source Pathfinder #154: Siege of the Dinosaurs pg. 74 --- The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-493"},{"skill_mod":{},"summary":"The ankylostar grows and transforms into a +2 greater striking greatclub , but it retains the versatile (piercing) trait of a morningstar. While …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=494","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":2,"id":"action-494","text":" Activate Single Action command; Effect The ankylostar grows and transforms into a +2 greater striking greatclub , but it retains the versatile (piercing) trait of a morningstar. While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command.","category":"action","actions":"Single Action","rarity":"common","slug":"action-494"},{"skill_mod":{},"summary":"The ankylostar’s length extends as you swing the club in a wide arc. You Strike up to three creatures in a 15-foot cone; this counts as one attack …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The ankylostar is in its greatclub form","source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=495","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, Interact","actions_number":4,"id":"action-495","text":" Activate Two Actions command, Interact; Frequency once per day; Requirements The ankylostar is in its greatclub form; Effect The ankylostar’s length extends as you swing the club in a wide arc. You Strike up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you Shove up to three creatures in a 15-foot cone, rolling a separate Athletics check for each creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-495"},{"skill_mod":{},"summary":"You make a shield bash Strike as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"trigger":"A creature attacks you with a jaws or fangs Strike or similar Strike using its mouth","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=496","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":1,"id":"action-496","text":" Activate Reaction Interact; Trigger A creature attacks you with a jaws or fangs Strike or similar Strike using its mouth; Effect You make a shield bash Strike as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude saving throw. The effects of the saving throw are determined after the effects of the triggering Strike are resolved. Success The target is unaffected. Failure You wound the target’s mouth. It takes 1d6 persistent bleed damage and takes a –2 status penalty to attack and damage rolls with jaws, fangs, or similar Strikes for 24 hours. Critical Failure You break the target’s jaw. As failure, and the creature can't make Strikes using its mouth for 1 minute. At the end of its turn, it can attempt a Fortitude save to regain the ability to make Strikes using its mouth.","category":"action","actions":"Reaction","rarity":"common","slug":"action-496"},{"skill_mod":{},"summary":"Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect.","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"trigger":"You are grabbed or are hit by an unarmed attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=497","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision","actions_number":0,"id":"action-497","text":" Activate Free Action envision; Trigger You are grabbed or are hit by an unarmed attack; Effect Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect. Success The creature is unaffected and is immune to the effects of the noxious jerkin for 1 minute. Failure The creature is sickened 1. Critical Failure The creature is sickened 1 and is slowed 1 for 1 round.","category":"action","actions":"Free Action","rarity":"common","slug":"action-497"},{"skill_mod":{},"summary":"The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become stupefied 1 for 1 minute …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"trigger":"You successfully Strike a creature with the spore sap ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=498","frequency":"three times per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact (poison)","actions_number":1,"id":"action-498","text":" Activate Reaction Interact (poison) Frequency three times per day; Trigger You successfully Strike a creature with the spore sap ; Effect The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become stupefied 1 for 1 minute (stupefied 2 on a critical failure).","category":"action","actions":"Reaction","rarity":"common","slug":"action-498"},{"skill_mod":{},"summary":"You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin’s power flows into the ground, which erupts in a 5-foot-radius …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=499","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-499","text":" Activate Single Action Interact; Frequency once per day; Effect You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin’s power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites’ spaces are difficult terrain. A creature takes 4d4 piercing damage for every move action it takes that enters at least one of the affected spaces. Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It’s immune to critical hits and precision damage. A destroyed section can be moved through freely. The stalagmites crumble to dust after 1 minute. Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take 4d4 piercing damage. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and is knocked prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-499"},{"skill_mod":{},"primary_source":"Bestiary 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Bestiary 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=500","weakness":{},"name":"Interact","actions_number":4,"id":"action-500","text":" Activate Two Actions Interact; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-500"},{"skill_mod":{},"primary_source":"Bestiary 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Bestiary 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=501","weakness":{},"name":"Interact","actions_number":2,"id":"action-501","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-501"},{"skill_mod":{},"summary":"The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear .","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=502","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":2,"id":"action-502","text":" Activate Single Action command; Effect The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear .","category":"action","actions":"Single Action","rarity":"common","slug":"action-502"},{"skill_mod":{},"summary":"The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but …","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #155: Lord of the Black Sands"],"trigger":"You damage a creature using the anchor spear ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=503","frequency":"once per 10 minutes","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":1,"id":"action-503","text":" Activate Reaction command; Frequency once per 10 minutes; Trigger You damage a creature using the anchor spear ; Effect The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an Interact action to attempt a DC 32 Athletics check to remove the spearhead. Critical Success The anchor spear is removed, becomes broken, and falls to the ground in the creature's space. Success The anchor spear is removed, the creature takes 1d8 piercing damage, and the spear falls to the ground in a random space adjacent to the creature. Failure The anchor spear remains in place, and the creature takes 1d8 piercing damage. Critical Failure As failure, except the creature takes 2d8 piercing damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-503"},{"skill_mod":{},"primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=504","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"1 minute (Interact)","id":"action-504","text":" Activate 1 minute (Interact); ","category":"action","rarity":"common","slug":"action-504"},{"skill_mod":{},"primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=505","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-505","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-505"},{"skill_mod":{},"summary":"You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb , make a ranged Strike with it.","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=506","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-506","text":" Activate Single Action Interact; Effect You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged Strike with it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-506"},{"skill_mod":{},"summary":"You drop the saddle's entire payload, scattering the bombs below. Make a single ranged Strike against an AC of 10. The AC increases by 1 for every 5 …","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The saddle's compartment is loaded with two to six bombs","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=507","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":4,"id":"action-507","text":" Activate Two Actions Interact; Requirements The saddle's compartment is loaded with two to six bombs; Effect You drop the saddle's entire payload, scattering the bombs below. Make a single ranged Strike against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. Apply any effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-507"},{"skill_mod":{},"summary":"You kick both spurs into your mount's flank. Your mount takes 2d6 persistent bleed damage and gains the quickened condition for 1 minute or until …","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are riding a mount","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=508","frequency":"once per 10 minutes","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-508","text":" Activate Single Action Interact; Frequency once per 10 minutes; Requirements You are riding a mount; Effect You kick both spurs into your mount's flank. Your mount takes 2d6 persistent bleed damage and gains the quickened condition for 1 minute or until the persistent bleed damage ends, whichever comes first. It can use the extra action only to Stride.","category":"action","actions":"Single Action","rarity":"common","slug":"action-508"},{"skill_mod":{},"summary":"You cast a 9th-level paralyze spell on the target.","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You successfully Strike a creature with Life's Last Breath ","source":["Pathfinder #155: Lord of the Black Sands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=509","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":1,"id":"action-509","text":" Activate Reaction command; Frequency once per day; Requirements You successfully Strike a creature with Life's Last Breath ; Effect You cast a 9th-level paralyze spell on the target.","category":"action","actions":"Reaction","rarity":"common","slug":"action-509"},{"skill_mod":{},"summary":"The target must succeed at a DC 38 Fortitude save or take 4d6 negative damage; you gain an equal amount of temporary Hit Points that last 1 minute.","primary_source":"Pathfinder #155: Lord of the Black Sands","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #155: Lord of the Black Sands"],"trigger":"You successfully Strike a creature with Life's Last Breath ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=510","frequency":"once per 10 minutes","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision","actions_number":1,"id":"action-510","text":" Activate Reaction envision; Frequency once per 10 minutes; Trigger You successfully Strike a creature with Life's Last Breath ; Effect The target must succeed at a DC 38 Fortitude save or take 4d6 negative damage; you gain an equal amount of temporary Hit Points that last 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-510"},{"skill_mod":{},"summary":"You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=511","weakness":{},"name":"Avoid Notice","trait":["Exploration"],"id":"action-511","text":" Avoid Notice Source Core Rulebook pg. 479 --- You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).","category":"action","rarity":"common","slug":"action-511"},{"skill_mod":{},"summary":"You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=512","weakness":{},"name":"Defend","trait":["Exploration"],"id":"action-512","text":" Defend Source Core Rulebook pg. 479 --- You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.\n","category":"action","rarity":"common","slug":"action-512"},{"skill_mod":{},"summary":"You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=513","weakness":{},"name":"Detect Magic","trait":["Concentrate","Exploration"],"id":"action-513","text":" Detect Magic Source Core Rulebook pg. 479 --- You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.","category":"action","rarity":"common","slug":"action-513"},{"skill_mod":{},"summary":"Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=514","weakness":{},"name":"Follow the Expert","trait":["Auditory","Concentrate","Exploration","Visual"],"id":"action-514","text":" Follow the Expert Source Core Rulebook pg. 479 --- Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).","category":"action","rarity":"common","slug":"action-514"},{"skill_mod":{},"summary":"You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=515","weakness":{},"name":"Hustle","trait":["Exploration","Move"],"id":"action-515","text":" Hustle Source Core Rulebook pg. 480 --- You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.","category":"action","rarity":"common","slug":"action-515"},{"skill_mod":{},"summary":"You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=516","weakness":{},"name":"Investigate","trait":["Concentrate","Exploration"],"id":"action-516","text":" Investigate Source Core Rulebook pg. 480 --- You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.","category":"action","rarity":"common","slug":"action-516"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=517","weakness":{},"name":"Repeat a Spell","trait":["Concentrate","Exploration"],"id":"action-517","text":" Repeat a Spell Source Core Rulebook pg. 480 --- 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.","category":"action","rarity":"common","slug":"action-517"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=518","weakness":{},"name":"Scout","trait":["Concentrate","Exploration"],"id":"action-518","text":" Scout Source Core Rulebook pg. 480 --- 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.","category":"action","rarity":"common","slug":"action-518"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=519","weakness":{},"name":"Search","trait":["Concentrate","Exploration"],"id":"action-519","text":" Search Source Core Rulebook pg. 480 --- 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.","category":"action","rarity":"common","slug":"action-519"},{"skill_mod":{},"summary":"You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair kit with both hands. You can also …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must use a repair kit .","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=520","weakness":{},"name":"Affix a Talisman","trait":["Exploration","Manipulate"],"id":"action-520","text":" Affix a Talisman Source Core Rulebook pg. 565 Requirements You must use a repair kit. --- You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair kit with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again.","category":"action","rarity":"common","slug":"action-520"},{"skill_mod":{},"summary":"You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=521","weakness":{},"name":"Long-Term Rest","trait":["Downtime"],"id":"action-521","text":" Long-Term Rest Source Core Rulebook pg. 481 --- 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.","category":"action","rarity":"common","slug":"action-521"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=522","weakness":{},"name":"Retraining","trait":["Downtime"],"id":"action-522","text":" Retraining Source Core Rulebook pg. 481 --- 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.","category":"action","rarity":"common","slug":"action-522"},{"skill_mod":{},"primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"trigger":"You critically fail a saving throw or are critically hit by an attack.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=523","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":0,"id":"action-523","text":" Activate Free Action Interact; Trigger You critically fail a saving throw or are critically hit by an attack.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-523"},{"skill_mod":{},"summary":"You open the locket to unleash the dreams it has kept at bay. You become fatigued and cast one of the following spells at 9th level (DC 41): …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You aren't fatigued","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=524","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision, Interact","actions_number":4,"id":"action-524","text":" Activate Two Actions envision, Interact; Requirements You aren't fatigued; Effect You open the locket to unleash the dreams it has kept at bay. You become fatigued and cast one of the following spells at 9th level (DC 41): hallucination , sleep , or weird .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-524"},{"skill_mod":{},"summary":" Piereta makes a Retributive Strike , resolved as though you had used the ability, including any benefits from champion feats you have.","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=525","frequency":"once per minute","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, Interact","actions_number":1,"id":"action-525","text":" Activate Reaction command, Interact; Frequency once per minute; Effect Piereta makes a Retributive Strike, resolved as though you had used the ability, including any benefits from champion feats you have.","category":"action","actions":"Reaction","rarity":"common","slug":"action-525"},{"skill_mod":{},"summary":" Piereta casts a 9th-level field of life .","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=526","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, Interact","actions_number":4,"id":"action-526","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Piereta casts a 9th-level field of life .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-526"},{"skill_mod":{},"summary":"The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=527","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"1 minute (command, envision, Interact)","id":"action-527","text":" Activate 1 minute (command, envision, Interact); Effect The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a scrying spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell. This activation has the scrying trait.","category":"action","rarity":"common","slug":"action-527"},{"skill_mod":{},"summary":"You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=528","frequency":"once per round","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-528","text":" Activate Single Action Interact; Frequency once per round; Effect You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are flat-footed to you until the end of your turn. This activation has the teleportation trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-528"},{"skill_mod":{},"summary":"You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=529","frequency":"once per minute","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact (force)","actions_number":4,"id":"action-529","text":" Activate Two Actions Interact (force) Frequency once per minute; Effect You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash Strike against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked prone). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-529"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list.","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=530","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Cast a Spell","id":"action-530","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.","category":"action","rarity":"common","slug":"action-530"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=531","weakness":{},"name":"1 minute (Interact)","id":"action-531","text":" Activate 1 minute (Interact); ","category":"action","rarity":"common","slug":"action-531"},{"skill_mod":{},"summary":"You craft a magical weapon or armor of up to 20th level. You must attempt a Crafting check as usual to create the item, but you need supply only raw …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have Legendary proficiency in Crafting ","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=532","frequency":"4 times per year","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"3 days (Interact)","id":"action-532","text":" Activate 3 days (Interact); Frequency 4 times per year; Requirements You have Legendary proficiency in Crafting; Effect You craft a magical weapon or armor of up to 20th level. You must attempt a Crafting check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone.","category":"action","rarity":"common","slug":"action-532"},{"skill_mod":{},"summary":" Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. Within 1 mile of the …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=533","frequency":"once per month","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, envision","actions_number":6,"id":"action-533","text":" Activate Three Actions command, envision; Frequency once per month; Effect Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. Within 1 mile of the Hearthstone , the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing 4d6 cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals 25d6 fire damage to creatures and objects within 150 feet. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-533"},{"skill_mod":{},"summary":"You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged Strike. The javelin has the statistics …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=534","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-534","text":" Activate Single Action to Three Actions Interact; Effect You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged Strike. The javelin has the statistics of a javelin but gains the magical properties of Hunter's Dawn and disappears immediately after hitting or missing its target. On a successful hit, you deal damage (3d6 piercing, due to the atlatl's greater striking rune, plus your Strength modifier); in addition, a gazelle leaps from the hit target to one or more targets within 20 feet of the first, dealing 2d6 piercing damage plus your Strength modifier. The number of additional targets hit in this way is equal to the number of actions you spend to activate this ability (one additional target if you used one action, two additional targets for two actions, and so forth).","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-534"},{"skill_mod":{},"summary":"The target is marked. Once per day, you can cast a 5th-level locate spell on the marked target, regardless of its distance from you or your …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"trigger":"You hit a creature with a ranged Strike with Hunter's Dawn ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=535","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"","actions_number":1,"id":"action-535","text":" Activate Reaction ; Trigger You hit a creature with a ranged Strike with Hunter's Dawn ; Effect The target is marked. Once per day, you can cast a 5th-level locate spell on the marked target, regardless of its distance from you or your ability to cast spells. This effect persists until it is dispelled (counterspell DC 46), the creature dies, or a new target is marked.","category":"action","actions":"Reaction","rarity":"common","slug":"action-535"},{"skill_mod":{},"summary":"You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=536","frequency":"three times per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-536","text":" Activate Single Action Interact; Frequency three times per day; Effect You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take 6d6 fire damage (DC 46 basic Reflex save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-536"},{"skill_mod":{},"summary":"You attempt a melee Strike with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=537","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact","actions_number":2,"id":"action-537","text":" Activate Single Action Interact; Effect You attempt a melee Strike with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy. When the creature attempts to Cast a Spell, it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-537"},{"skill_mod":{},"summary":"You deal an additional 2d8 force damage to the struck creature.","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"trigger":"You damage an aberration with the Kortos Diamond ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=538","frequency":"once per round","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"envision","actions_number":0,"id":"action-538","text":" Activate Free Action envision; Frequency once per round; Trigger You damage an aberration with the Kortos Diamond ; Effect You deal an additional 2d8 force damage to the struck creature.","category":"action","actions":"Free Action","rarity":"common","slug":"action-538"},{"skill_mod":{},"summary":"You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast overwhelming presence (DC 42).","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=539","frequency":"once per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command, Interact","actions_number":4,"id":"action-539","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast overwhelming presence (DC 42).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-539"},{"skill_mod":{},"summary":"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 …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon","Poison","Affliction"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are wielding a piercing or slashing weapon.","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=540","frequency":"once per day","weakness":{},"name":"Tail Toxin","trait":["Kobold","Poison"],"actions_number":2,"id":"action-540","text":" Tail Toxin Single Action Source Advanced Player's Guide pg. 14 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-540"},{"skill_mod":{},"summary":"You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will …","primary_source":"Advanced Player's Guide","trait_group":["Affliction","School","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=541","frequency":"once per day","weakness":{},"school":"necromancy","name":"Jinx","trait":["Curse","Necromancy","Occult"],"actions_number":4,"id":"action-541","text":" Jinx Two Actions Source Advanced Player's Guide pg. 46 Frequency once per day --- You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher. Success The target is unaffected and is temporarily immune for 24 hours. Failure The target is clumsy 1 for 1 minute. Critical Failure The target is clumsy 2 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-541"},{"skill_mod":{},"summary":"You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=544","frequency":"once per 10 minutes","weakness":{},"name":"Pursue a Lead","trait":["Concentrate","Exploration","Investigator"],"id":"action-544","text":" Pursue a Lead Source Advanced Player's Guide pg. 56 Frequency once per 10 minutes --- You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.","category":"action","rarity":"common","slug":"action-544"},{"skill_mod":{},"summary":"You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"Another creature attempts a check to investigate a lead you're pursuing.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=545","frequency":"once per 10 minutes","weakness":{},"name":"Clue In","trait":["Concentrate","Investigator"],"actions_number":1,"id":"action-545","text":" Clue In Reaction Source Advanced Player's Guide pg. 56 Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. --- You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-545"},{"skill_mod":{},"summary":"You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. …","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=546","frequency":"once per round","weakness":{},"name":"Devise a Stratagem","trait":["Concentrate","Fortune","Investigator"],"actions_number":2,"id":"action-546","text":" Devise a Stratagem Single Action Source Advanced Player's Guide pg. 56 Frequency once per round --- You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-546"},{"skill_mod":{},"summary":"You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the …","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"cost":"1 versatile vial","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools , and you have a free hand.","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=547","weakness":{},"name":"Quick Tincture","trait":["Investigator","Manipulate"],"actions_number":2,"id":"action-547","text":" Quick Tincture Single Action Source Advanced Player's Guide pg. 57 Cost 1 versatile vial Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand. --- You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-547"},{"skill_mod":{},"summary":"You observe and assess your surroundings with great speed. You Recall Knowledge , Seek , or Sense Motive .","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=548","frequency":"once per 10 minutes","weakness":{},"name":"Expeditious Inspection","trait":["Investigator"],"actions_number":0,"id":"action-548","text":" Expeditious Inspection Free Action Source Advanced Player's Guide pg. 57 Frequency once per 10 minutes --- You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.","category":"action","actions":"Free Action","rarity":"common","slug":"action-548"},{"skill_mod":{},"summary":"You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been …","primary_source":"Advanced Player's Guide","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=549","weakness":{},"name":"Pointed Question","trait":["Auditory","Concentrate","Investigator","Linguistic","Mental"],"actions_number":2,"id":"action-549","text":" Pointed Question Single Action Source Advanced Player's Guide pg. 58 --- You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour. Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you. Success As critical success, but the circumstance bonus is +2. Failure The target can refuse to answer you as normal. Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.","category":"action","actions":"Single Action","rarity":"common","slug":"action-549"},{"skill_mod":{},"summary":"You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise …","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=550","weakness":{},"name":"Confident Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"action-550","text":" Confident Finisher Single Action Source Advanced Player's Guide pg. 85 --- You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-550"},{"skill_mod":{},"summary":"You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm …","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A foe within your reach critically fails a Strike against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=551","weakness":{},"name":"Opportune Riposte","trait":["Swashbuckler"],"actions_number":1,"id":"action-551","text":" Opportune Riposte Reaction Source Advanced Player's Guide pg. 86 Trigger A foe within your reach critically fails a Strike against you. --- You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-551"},{"skill_mod":{},"summary":"You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, …","primary_source":"Advanced Player's Guide","trait_group":["Class","Tradition","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An enemy within 15 feet damages you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=552","weakness":{},"school":"enchantment","name":"Iron Command","trait":["Champion","Divine","Emotion","Enchantment","Mental","Uncommon"],"actions_number":1,"id":"action-552","text":" Iron Command Reaction Source Advanced Player's Guide pg. 117 Trigger An enemy within 15 feet damages you. --- You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options. The enemy kneels, dropping prone as a free action. The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.","category":"action","actions":"Reaction","rarity":"uncommon","slug":"action-552"},{"skill_mod":{},"summary":"Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. In …","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An enemy within 15 feet damages you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=553","weakness":{},"name":"Selfish Shield","trait":["Champion","Uncommon"],"actions_number":1,"id":"action-553","text":" Selfish Shield Reaction Source Advanced Player's Guide pg. 117 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.","category":"action","actions":"Reaction","rarity":"uncommon","slug":"action-553"},{"skill_mod":{},"summary":"Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the …","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An enemy within 15 feet damages you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=554","weakness":{},"name":"Destructive Vengeance","trait":["Champion","Uncommon"],"actions_number":1,"id":"action-554","text":" Destructive Vengeance Reaction Source Advanced Player's Guide pg. 117 Trigger An enemy within 15 feet damages you. --- Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose. The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level.","category":"action","actions":"Reaction","rarity":"uncommon","slug":"action-554"},{"skill_mod":{},"summary":"Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=555","weakness":{},"name":"Frightening Display","actions_number":2,"id":"action-555","text":" Frightening Display Single Action Source Advanced Player's Guide pg. 144 --- Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While frightened by this ability, the target is flat-footed to your ape.","category":"action","actions":"Single Action","rarity":"common","slug":"action-555"},{"skill_mod":{},"summary":"The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=556","weakness":{},"name":"Throw Rock","actions_number":2,"id":"action-556","text":" Throw Rock Single Action Source Advanced Player's Guide pg. 144 --- The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-556"},{"skill_mod":{},"summary":"The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=557","weakness":{},"name":"Wing Thrash","actions_number":4,"id":"action-557","text":" Wing Thrash Two Actions Source Advanced Player's Guide pg. 144 --- The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-557"},{"skill_mod":{},"summary":"The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=558","weakness":{},"name":"Boar Charge","actions_number":4,"id":"action-558","text":" Boar Charge Two Actions Source Advanced Player's Guide pg. 144 --- The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-558"},{"skill_mod":{},"summary":"The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The crocodile has a creature grabbed .","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=559","weakness":{},"name":"Death Roll","actions_number":2,"id":"action-559","text":" Death Roll Single Action Source Advanced Player's Guide pg. 145 Requirements The crocodile has a creature grabbed. --- The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-559"},{"skill_mod":{},"summary":"The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=560","frequency":"once per hour","weakness":{},"name":"Breath Weapon","actions_number":4,"id":"action-560","text":" Breath Weapon Two Actions Source Advanced Player's Guide pg. 145 Frequency once per hour --- The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-560"},{"skill_mod":{},"summary":"The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=561","weakness":{},"name":"Grab and Sting","actions_number":4,"id":"action-561","text":" Grab and Sting Two Actions Source Advanced Player's Guide pg. 145 --- The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-561"},{"skill_mod":{},"summary":"The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The shark hit with a jaws Strike on its most recent action this turn.","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=562","weakness":{},"name":"Shred","actions_number":2,"id":"action-562","text":" Shred Single Action Source Advanced Player's Guide pg. 145 Requirements The shark hit with a jaws Strike on its most recent action this turn. --- The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).","category":"action","actions":"Single Action","rarity":"common","slug":"action-562"},{"skill_mod":{},"summary":"The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A creature moves into the hazard's space","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=563","weakness":{},"name":"Fire in the Hole","actions_number":1,"id":"action-563","text":" Activate Reaction Fire in the Hole; Trigger A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.","category":"action","actions":"Reaction","rarity":"common","slug":"action-563"},{"remaster_name":["Mark For Death (concentrate)"],"skill_mod":{},"summary":"You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can see and hear the creature you intend to mark","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=565","weakness":{},"name":"Mark for Death","actions_number":6,"id":"action-565","text":" Activate Three Actions Mark for Death; Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-565"},{"skill_mod":{},"summary":"After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A foe attempts a skill check and doesn't get a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=566","weakness":{},"name":"Upstage","actions_number":1,"id":"action-566","text":" Activate Reaction Upstage; Trigger A foe attempts a skill check and doesn't get a critical success; Effect After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn. Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-566"},{"skill_mod":{},"summary":"You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are wielding a bow ","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=567","weakness":{},"name":"Eldritch Shot","actions_number":6,"id":"action-567","text":" Activate Three Actions Eldritch Shot; Requirements You are wielding a bow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, 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 both attacks.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-567"},{"skill_mod":{},"summary":"You Stride twice. The drakeheart mutagen's duration ends.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=569","weakness":{},"name":"Final Surge","actions_number":2,"id":"action-569","text":" Activate Single Action Final Surge; Effect You Stride twice. The drakeheart mutagen's duration ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-569"},{"skill_mod":{},"summary":"You Administer First Aid without requiring healer's tools . You either gain a +2 item bonus to the Medicine check, or you can use the skinstitch …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=570","weakness":{},"name":"Interact","actions_number":2,"id":"action-570","text":" Activate Single Action Interact; Effect You Administer First Aid without requiring healer's tools. You either gain a +2 item bonus to the Medicine check, or you can use the skinstitch salve's Medicine modifier of +13 instead of your own.","category":"action","actions":"Single Action","rarity":"common","slug":"action-570"},{"skill_mod":{},"summary":"You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You Treat Wounds or use Battle Medicine ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=571","weakness":{},"name":"Interact","actions_number":0,"id":"action-571","text":" Activate Free Action Interact; Trigger You Treat Wounds or use Battle Medicine; Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-571"},{"skill_mod":{},"primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You deal damage using the affixed weapon to a creature you have seen commit an evil act.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=572","weakness":{},"name":"envision","actions_number":0,"id":"action-572","text":" Activate Free Action envision; Trigger You deal damage using the affixed weapon to a creature you have seen commit an evil act.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-572"},{"skill_mod":{},"primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You Shield Block a melee attack with the affixed shield.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=573","weakness":{},"name":"envision","actions_number":0,"id":"action-573","text":" Activate Free Action envision; Trigger You Shield Block a melee attack with the affixed shield.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-573"},{"skill_mod":{},"summary":"You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=574","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-574","text":" Activate Single Action Interact; Frequency once per hour; Effect You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking 1d6 bludgeoning damage for every 5 feet between the end of your movement and the open area.","category":"action","actions":"Single Action","rarity":"common","slug":"action-574"},{"skill_mod":{},"summary":"You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=575","frequency":"once per day","weakness":{},"name":"1 minute (envision, Interact)","id":"action-575","text":" Activate 1 minute (envision, Interact); Frequency once per day; Effect You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box.","category":"action","rarity":"common","slug":"action-575"},{"skill_mod":{},"summary":"You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=576","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-576","text":" Activate Single Action Interact; Frequency once per day; Effect You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-576"},{"skill_mod":{},"summary":"The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"The exploding shield is destroyed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=577","weakness":{},"name":"Interact","actions_number":0,"id":"action-577","text":" Activate Free Action Interact; Trigger The exploding shield is destroyed; Effect The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).","category":"action","actions":"Free Action","rarity":"common","slug":"action-577"},{"skill_mod":{},"summary":"You Stride (or Burrow or Fly , if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=578","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-578","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-578"},{"skill_mod":{},"summary":"You twist the gem along the blade corresponding with the desired weapon rune: red for flaming , blue for frost , or yellow for shock . You …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=579","weakness":{},"name":"Interact","actions_number":2,"id":"action-579","text":" Activate Single Action Interact; Effect You twist the gem along the blade corresponding with the desired weapon rune: red for flaming , blue for frost , or yellow for shock . You take 1d6 damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-579"},{"skill_mod":{},"summary":"As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the glamorous buckler raised","source":["Advanced Player's Guide"],"trigger":"You Feint","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=580","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-580","text":" Activate Free Action envision; Frequency once per day; Trigger You Feint; Requirements You have the glamorous buckler raised; Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.","category":"action","actions":"Free Action","rarity":"common","slug":"action-580"},{"skill_mod":{},"summary":"Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=581","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":4,"id":"action-581","text":" Activate Two Actions Interact; Frequency once per minute; Effect Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-581"},{"skill_mod":{},"summary":"You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=582","weakness":{},"name":"Interact","actions_number":2,"id":"action-582","text":" Activate Single Action Interact; Effect You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-level magic aura spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 Perception). Activating the sword cane again releases the blade, allowing it to be drawn normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-582"},{"skill_mod":{},"summary":"You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=583","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-583","text":" Activate Single Action Interact; Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-583"},{"skill_mod":{},"summary":"The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=584","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-584","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-584"},{"skill_mod":{},"summary":"You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=585","frequency":"once per day","weakness":{},"name":"Interact (visual)","actions_number":4,"id":"action-585","text":" Activate Two Actions Interact (visual) Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-585"},{"skill_mod":{},"summary":"You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=586","weakness":{},"name":"Interact","actions_number":2,"id":"action-586","text":" Activate Single Action Interact; Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up.","category":"action","actions":"Single Action","rarity":"common","slug":"action-586"},{"skill_mod":{},"summary":"You touch the rod to a magical effect or magic item and attempt to counteract the effect or item. Regardless of the result, the rod of …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=587","weakness":{},"name":"Interact","actions_number":4,"id":"action-587","text":" Activate Two Actions Interact; Effect You touch the rod to a magical effect or magic item and attempt to counteract the effect or item. Regardless of the result, the rod of cancellation can't be activated again for 2d6 hours. On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. If you choose, you can instead completely drain the rod of cancellation's magic on a success in order to completely drain the magic from the effect or item. If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell. The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-587"},{"skill_mod":{},"summary":"You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=588","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-588","text":" Activate Single Action Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.","category":"action","actions":"Single Action","rarity":"common","slug":"action-588"},{"skill_mod":{},"summary":"You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=589","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-589","text":" Activate Two Actions Interact; Frequency once per hour; Effect You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-589"},{"skill_mod":{},"summary":"You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=590","frequency":"once per minute","weakness":{},"name":"envision","actions_number":2,"id":"action-590","text":" Activate Single Action envision; Frequency once per minute; Effect You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next Strike with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight.","category":"action","actions":"Single Action","rarity":"common","slug":"action-590"},{"skill_mod":{},"summary":"The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your own doomed condition. …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The ashes aren't doomed","source":["Advanced Player's Guide"],"trigger":"You would become doomed or your doomed value would increase","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=591","weakness":{},"name":"envision","actions_number":1,"id":"action-591","text":" Activate Reaction envision; Trigger You would become doomed or your doomed value would increase; Requirements The ashes aren't doomed; Effect The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your own doomed condition. Each night when you get a full night's rest, you can reduce your own doomed condition or that of the urn, but not both.","category":"action","actions":"Reaction","rarity":"common","slug":"action-591"},{"skill_mod":{},"summary":"The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=592","frequency":"once per round","weakness":{},"name":"envision, Interact (attack)","actions_number":2,"id":"action-592","text":" Activate Single Action envision, Interact (attack) Frequency once per round; Effect The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals 4d4 negative damage (doubled on a critical success).","category":"action","actions":"Single Action","rarity":"common","slug":"action-592"},{"skill_mod":{},"summary":"You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate ). This creature must have one of the traits listed in the second activation","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=593","weakness":{},"name":"envision","actions_number":1,"id":"action-593","text":" Activate Reaction envision; Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate ). This creature must have one of the traits listed in the second activation; Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory.","category":"action","actions":"Reaction","rarity":"common","slug":"action-593"},{"skill_mod":{},"summary":"You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=594","frequency":"once per hour","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-594","text":" Activate Two Actions envision, Interact; Frequency once per hour; Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): Aberration or Fey mental Celestial good Construct poison Dragon or Elemental one energy type that matches one of the dragon's or elemental's traits Fiend evil Ooze precision, and the resistance is 10 Undead negative ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-594"},{"skill_mod":{},"summary":"You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=595","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-595","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are flat-footed for 1 round.","category":"action","rarity":"common","slug":"action-595"},{"skill_mod":{},"summary":"You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=596","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-596","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure).","category":"action","rarity":"common","slug":"action-596"},{"skill_mod":{},"summary":"You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=597","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-597","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple heal spells from wands of overflowing life in the same turn.","category":"action","rarity":"common","slug":"action-597"},{"skill_mod":{},"summary":"You cast cone of cold . The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=598","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-598","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cone of cold . The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute.","category":"action","rarity":"common","slug":"action-598"},{"skill_mod":{},"summary":"You cast web , but the strands of webbing are envenomed. Any creature that fails their Athletics check or Reflex save to navigate the web takes …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=599","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-599","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are envenomed. Any creature that fails their Athletics check or Reflex save to navigate the web takes 1d6 poison damage.","category":"action","rarity":"common","slug":"action-599"},{"skill_mod":{},"summary":"You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=600","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-600","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-600"},{"skill_mod":{},"summary":"You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. ","primary_source":"Advanced Player's Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=601","weakness":{},"name":"Call Companion","trait":["Exploration"],"id":"action-601","text":" Call Companion Source Advanced Player's Guide pg. 160 --- You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. ","category":"action","rarity":"common","slug":"action-601"},{"skill_mod":{},"summary":"You recite a subclause of your contract regarding change in venue. You cast dimension door . The space you leave and the one you appear in are …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=602","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-602","text":" Activate Two Actions command; Frequency once per day; Effect You recite a subclause of your contract regarding change in venue. You cast dimension door . The space you leave and the one you appear in are filled with the scent of brimstone, dealing 2d6 evil damage to creatures adjacent to both spaces.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-602"},{"skill_mod":{},"summary":"You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=603","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-603","text":" Activate Two Actions command; Frequency once per day; Effect You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-603"},{"skill_mod":{},"summary":"You recite a hold harmless provision from your Thrune contract. Reduce your doomed value to 0. Abrogail Thrune II is immediately made aware that …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=604","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-604","text":" Activate Two Actions command; Frequency once per day; Effect You recite a hold harmless provision from your Thrune contract. Reduce your doomed value to 0. Abrogail Thrune II is immediately made aware that you have used this ability.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-604"},{"skill_mod":{},"summary":"You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=605","weakness":{},"name":"Interact","actions_number":6,"id":"action-605","text":" Activate Three Actions Interact; Effect You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-605"},{"skill_mod":{},"summary":"You expand the bracelet into a hand crossbow . The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=606","weakness":{},"name":"Interact","actions_number":4,"id":"action-606","text":" Activate Two Actions Interact; Effect You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-606"},{"skill_mod":{},"summary":"You establish a telepathic link with someone else wielding a deepdread claw , enabling you to telepathically communicate with the creature while …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=607","weakness":{},"name":"command","actions_number":2,"id":"action-607","text":" Activate Single Action command; Effect You establish a telepathic link with someone else wielding a deepdread claw , enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the concentrate trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-607"},{"skill_mod":{},"summary":"You cast 4th-level darkness . You can see clearly in this darkness.","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=608","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-608","text":" Activate Two Actions command, Interact; Effect You cast 4th-level darkness . You can see clearly in this darkness.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-608"},{"skill_mod":{},"summary":"You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane , but the space is a single 10-foot cube.","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=609","weakness":{},"name":"8 hours (envision, Interact)","id":"action-609","text":" Activate 8 hours (envision, Interact); Effect You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane , but the space is a single 10-foot cube.","category":"action","rarity":"common","slug":"action-609"},{"skill_mod":{},"summary":"You cast the electric arc cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=610","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-610","text":" Activate Two Actions command, Interact; Effect You cast the electric arc cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-610"},{"skill_mod":{},"summary":"You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=611","weakness":{},"name":"Interact","actions_number":2,"id":"action-611","text":" Activate Single Action Interact; Effect You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification , or the consumable is lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-611"},{"skill_mod":{},"summary":"You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the …","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=612","weakness":{},"name":"Interact","actions_number":4,"id":"action-612","text":" Activate Two Actions Interact; Effect You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil , the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-612"},{"skill_mod":{},"primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are an expert in Athletics.\r\n","source":["The Slithering"],"trigger":"You succeed at an Athletics check to Disarm ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=613","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"envision","actions_number":0,"id":"action-613","text":" Activate Free Action envision; Trigger You succeed at an Athletics check to Disarm; Requirements You are an expert in Athletics. ; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-613"},{"skill_mod":{},"primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are an expert with the affixed weapon.","source":["The Slithering"],"trigger":"You damage a creature that is sickened 1 with a Strike using the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=614","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"envision","actions_number":0,"id":"action-614","text":" Activate Free Action envision; Trigger You damage a creature that is sickened 1 with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-614"},{"skill_mod":{},"summary":"For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals persistent damage , the persistent damage is also …","primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Slithering"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=615","frequency":"once per hour","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"command, Interact","actions_number":2,"id":"action-615","text":" Activate Single Action command, Interact; Frequency once per hour; Effect For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals persistent damage, the persistent damage is also acid damage instead of its usual type.","category":"action","actions":"Single Action","rarity":"common","slug":"action-615"},{"skill_mod":{},"primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are an expert in Acrobatics.","source":["The Slithering"],"trigger":"You succeed at an Acrobatics check to Tumble Through , but you don't have enough Speed to move all the way through the enemy's space","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=616","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"envision","actions_number":0,"id":"action-616","text":" Activate Free Action envision; Trigger You succeed at an Acrobatics check to Tumble Through, but you don't have enough Speed to move all the way through the enemy's space; Requirements You are an expert in Acrobatics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-616"},{"skill_mod":{},"summary":"You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell …","primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Slithering"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=617","frequency":"once per day, plus overcharge","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"Cast a Spell","id":"action-617","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1.","category":"action","rarity":"common","slug":"action-617"},{"skill_mod":{},"summary":"You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any …","primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Slithering"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=618","frequency":"once per day, plus overcharge","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"Cast a Spell","id":"action-618","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action.","category":"action","rarity":"common","slug":"action-618"},{"skill_mod":{},"summary":"You end false life and increase the creature's frightened condition value to 2.","primary_source":"The Slithering","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You have temporary Hit Points","source":["The Slithering"],"trigger":"You successfully impart the frightened 1 condition to a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=619","weakness":{},"source_group":["The Slithering"],"primary_source_group":"The Slithering","name":"envision","actions_number":0,"id":"action-619","text":" Activate Free Action envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2.","category":"action","actions":"Free Action","rarity":"common","slug":"action-619"},{"skill_mod":{},"summary":"The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"trigger":"You damage a creature with a pacifying weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=620","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"command (mental)","actions_number":1,"id":"action-620","text":" Activate Reaction command (mental); Trigger You damage a creature with a pacifying weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-620"},{"skill_mod":{},"summary":"When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=622","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":2,"id":"action-622","text":" Activate Single Action Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity.","category":"action","actions":"Single Action","rarity":"common","slug":"action-622"},{"skill_mod":{},"summary":"You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=623","frequency":"three times per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":2,"id":"action-623","text":" Activate Single Action Interact; Frequency three times per day; Effect You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or tremorsense. A creature can attempt a single DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-623"},{"skill_mod":{},"summary":"You poison the creature you hit with the poison currently in the reservoir.","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"trigger":"You damage a creature with Reaper's Lancet ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=624","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":1,"id":"action-624","text":" Activate Reaction Interact; Trigger You damage a creature with Reaper's Lancet ; Effect You poison the creature you hit with the poison currently in the reservoir.","category":"action","actions":"Reaction","rarity":"common","slug":"action-624"},{"skill_mod":{},"summary":"You touch the siege shard, establish a mental connection, and relay facts of the conflict's resolution. Attempt a check to Recall Knowledge about …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You know the conflict that created a specific siege shard, and the siege shard is immobilized .","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=625","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Prove Peace","trait":["Concentrate","Manipulate"],"actions_number":4,"id":"action-625","text":" Prove Peace Two Actions Source Pathfinder #157: Devil at the Dreaming Palace pg. 84 Requirements You know the conflict that created a specific siege shard, and the siege shard is immobilized. --- You touch the siege shard, establish a mental connection, and relay facts of the conflict's resolution. Attempt a check to Recall Knowledge about the conflict that created the shard, using the siege shard's Will DC. If you succeed, you prove the conflict's end, and the siege shard reverts to ordinary stone. On a critical failure, images of the past conflict overwhelm you, and you are confused until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-625"},{"skill_mod":{},"summary":"You activate the remnants of mysterious technology within the breastplate to encase yourself in an electric field. For 1 minute, adjacent creatures …","primary_source":"PFS Scenario #1-24: Lightning Strikes, Stars Fall","primary_source_category":"Society","source_category":["Society"],"source":["PFS Scenario #1-24: Lightning Strikes, Stars Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=627","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-627","text":" Activate Two Actions command; Frequency once per day; Effect You activate the remnants of mysterious technology within the breastplate to encase yourself in an electric field. For 1 minute, adjacent creatures that hit you with a melee Strike, as well as creatures that touch you or hit you with an unarmed attack, take 1d10 electricity damage per hit.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-627"},{"skill_mod":{},"summary":"You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its …","primary_source":"Pathfinder #158: Sixty Feet Under","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=628","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":2,"id":"action-628","text":" Activate Single Action Interact; Effect You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely. The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become deafened for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box.","category":"action","actions":"Single Action","rarity":"common","slug":"action-628"},{"skill_mod":{},"summary":"The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the …","primary_source":"Pathfinder #158: Sixty Feet Under","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=629","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"command, Interact","actions_number":4,"id":"action-629","text":" Activate Two Actions command, Interact; Effect The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell , it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell , such as if you activated it while a heavy sack was on it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-629"},{"skill_mod":{},"summary":"You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of …","primary_source":"Pathfinder #158: Sixty Feet Under","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"a swarm creature is within your reach","source":["Pathfinder #158: Sixty Feet Under"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=630","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact, manipulate","actions_number":4,"id":"action-630","text":" Activate Two Actions Interact, manipulate; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-630"},{"skill_mod":{},"summary":"You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.","primary_source":"Pathfinder #158: Sixty Feet Under","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=631","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":4,"id":"action-631","text":" Activate Two Actions Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-631"},{"skill_mod":{},"summary":"The barbed vest casts spiritual weapon , summoning a spiked chain to fight for you.","primary_source":"Pathfinder #159: All or Nothing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #159: All or Nothing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=632","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":4,"id":"action-632","text":" Activate Two Actions Interact; Frequency once per day; Effect The barbed vest casts spiritual weapon , summoning a spiked chain to fight for you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-632"},{"skill_mod":{},"summary":"You attempt to Trip or Disarm an opponent using Thievery instead of Athletics , and you add the blade of the Rabbit Prince's item bonus to …","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=633","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"command, Interact","actions_number":2,"id":"action-633","text":" Activate Single Action command, Interact; Effect You attempt to Trip or Disarm an opponent using Thievery instead of Athletics, and you add the blade of the Rabbit Prince's item bonus to the check. You do not need to have a hand free if you're wielding the blade of the Rabbit Prince , and your target can be up to two sizes larger than you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-633"},{"skill_mod":{},"summary":"All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck.","primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=634","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"command, Interact","actions_number":2,"id":"action-634","text":" Activate Single Action command, Interact; Effect All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck.","category":"action","actions":"Single Action","rarity":"common","slug":"action-634"},{"skill_mod":{},"primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're trained in Deception .","source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=636","weakness":{},"name":"envision","actions_number":2,"id":"action-636","text":" Activate Single Action envision; Requirements You're trained in Deception.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-636"},{"skill_mod":{},"summary":"You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=637","weakness":{},"name":"envision","actions_number":2,"id":"action-637","text":" Activate Single Action envision; Effect You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill.","category":"action","actions":"Single Action","rarity":"common","slug":"action-637"},{"skill_mod":{},"summary":"You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=638","frequency":"three times per day","weakness":{},"name":"envision","actions_number":2,"id":"action-638","text":" Activate Single Action envision; Frequency three times per day; Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-638"},{"skill_mod":{},"summary":"You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=639","frequency":"once per day","weakness":{},"name":"manipulate","actions_number":2,"id":"action-639","text":" Activate Single Action manipulate; Frequency once per day; Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-639"},{"skill_mod":{},"summary":"You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=640","frequency":"once per hour","weakness":{},"name":"1 minute (Interact)","id":"action-640","text":" Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.","category":"action","rarity":"common","slug":"action-640"},{"skill_mod":{},"summary":"You fold or unfold the Ganjay book , manipulating the cunning creases.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=641","weakness":{},"name":"1 minute (Interact)","id":"action-641","text":" Activate 1 minute (Interact); Effect You fold or unfold the Ganjay book , manipulating the cunning creases.","category":"action","rarity":"common","slug":"action-641"},{"skill_mod":{},"summary":"Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=642","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-642","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-642"},{"skill_mod":{},"summary":"Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=643","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-643","text":" Activate Single Action Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear.","category":"action","actions":"Single Action","rarity":"common","slug":"action-643"},{"skill_mod":{},"summary":"You gain temporary Hit Points equal to twice the spell's level until your next turn.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"trigger":"An enemy fails its save against a mental spell you cast using one of your spell slots","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=644","weakness":{},"name":"envision","actions_number":1,"id":"action-644","text":" Activate Reaction envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-644"},{"skill_mod":{},"summary":"You gain the effect of a chill touch arcane cantrip.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=645","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-645","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-645"},{"skill_mod":{},"summary":"You gain the effects of see invisibility for 1 round.","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=646","frequency":"once per minute","weakness":{},"name":"envision","actions_number":2,"id":"action-646","text":" Activate Single Action envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-646"},{"skill_mod":{},"summary":"You activate the aeon stone to gain the effects of a 1st-level illusory disguise .","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=647","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-647","text":" Activate Two Actions envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-647"},{"skill_mod":{},"summary":"The wayfinder casts a 4th-level lightning bolt .\r\n","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=648","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-648","text":" Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level lightning bolt .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-648"},{"skill_mod":{},"summary":"The wayfinder casts a 4th-level stoneskin .","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=653","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-653","text":" Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level stoneskin .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-653"},{"skill_mod":{},"summary":"The wayfinder casts a 4th-level fireball .","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=654","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-654","text":" Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level fireball .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-654"},{"skill_mod":{},"summary":"The wayfinder casts a 4th-level hydraulic torrent .","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=655","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-655","text":" Activate Two Actions command; Frequency once per day; Effect The wayfinder casts a 4th-level hydraulic torrent .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-655"},{"skill_mod":{},"summary":"You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=656","weakness":{},"name":"envision","actions_number":2,"id":"action-656","text":" Activate Single Action envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-656"},{"skill_mod":{},"summary":"You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=657","frequency":"once per day","weakness":{},"name":"10 minutes (command, Interact)","id":"action-657","text":" Activate 10 minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space.","category":"action","rarity":"common","slug":"action-657"},{"skill_mod":{},"summary":"You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=658","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-658","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye . In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-658"},{"skill_mod":{},"summary":"You turn the key in the air and create a magic glyph. The key casts 3rd-level summon construct .","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=659","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-659","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph. The key casts 3rd-level summon construct .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-659"},{"skill_mod":{},"summary":"You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=660","frequency":"once per day","weakness":{},"name":"1 minute (command, envision, Interact)","id":"action-660","text":" Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter.","category":"action","rarity":"common","slug":"action-660"},{"skill_mod":{},"summary":"You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an …","primary_source":"PFS Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids","source":["PFS Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=661","frequency":"once per minute","weakness":{},"name":"envision","actions_number":0,"id":"action-661","text":" Activate Free Action envision; Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune. If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check.","category":"action","actions":"Free Action","rarity":"common","slug":"action-661"},{"skill_mod":{},"primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are an expert in Stealth .","source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=662","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":4,"id":"action-662","text":" Activate Two Actions envision; Requirements You are an expert in Stealth.; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-662"},{"skill_mod":{},"summary":"The attack misses you, dealing no damage as you transform into a cloud of spores. You gain the benefits of a gaseous form spell for 1 minute. For …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"trigger":"You are hit by a melee, ranged, or spell attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=663","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":1,"id":"action-663","text":" Activate Reaction or One Action envision; Frequency once per day; Trigger You are hit by a melee, ranged, or spell attack; Effect The attack misses you, dealing no damage as you transform into a cloud of spores. You gain the benefits of a gaseous form spell for 1 minute. For the duration, a cloud of deadly spores surrounds you. Each breathing creature that begins its turn within 10 feet of you takes 6d8 poison damage (DC 35 basic Fortitude save). You can Dismiss the cloud form.","category":"action","actions":"Reaction or One Action","rarity":"common","slug":"action-663"},{"skill_mod":{},"summary":"You switch the mask to its other form.","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=664","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":2,"id":"action-664","text":" Activate Single Action envision; Effect You switch the mask to its other form.","category":"action","actions":"Single Action","rarity":"common","slug":"action-664"},{"skill_mod":{},"summary":"You cast crisis of faith (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=665","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":4,"id":"action-665","text":" Activate Two Actions envision; Frequency once per day; Effect You cast crisis of faith (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and neutral creatures. If the mask is in its demonic form, you can target only good and neutral creatures.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-665"},{"skill_mod":{},"summary":"You cast talking corpse on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak.","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"A soul fragment is in the mask","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=666","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"10 minutes (command, envision, Interact)","id":"action-666","text":" Activate 10 minutes (command, envision, Interact); Requirements A soul fragment is in the mask; Effect You cast talking corpse on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak.","category":"action","rarity":"common","slug":"action-666"},{"skill_mod":{},"summary":"You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=667","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact (emotion, mental)","actions_number":4,"id":"action-667","text":" Activate Two Actions Interact (emotion, mental) Frequency once per day; Effect You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the next minute, whenever you successfully Strike a creature with the nightmare cudgel , you can use a free action to attempt an Intimidation check to Demoralize the struck creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-667"},{"skill_mod":{},"summary":"The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=668","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact (divination)","actions_number":2,"id":"action-668","text":" Activate Single Action Interact (divination) Frequency once per day; Effect The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep.","category":"action","actions":"Single Action","rarity":"common","slug":"action-668"},{"skill_mod":{},"summary":"You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=669","frequency":"once per week","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact (illusion, visual)","actions_number":4,"id":"action-669","text":" Activate Two Actions Interact (illusion, visual) Frequency once per week; Effect You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a fear spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-669"},{"skill_mod":{},"summary":"You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an Athletics check to Disarm the weapon.","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"trigger":"You're struck by a melee attack with a held weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=670","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":1,"id":"action-670","text":" Activate Reaction Interact; Frequency once per day; Trigger You're struck by a melee attack with a held weapon; Effect You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an Athletics check to Disarm the weapon.","category":"action","actions":"Reaction","rarity":"common","slug":"action-670"},{"skill_mod":{},"summary":"You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=671","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":4,"id":"action-671","text":" Activate Two Actions Interact; Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-671"},{"skill_mod":{},"summary":"You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You've wound the clockwork helm for 10 minutes within the last 24 hours","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=672","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":4,"id":"action-672","text":" Activate Two Actions envision; Frequency once per day; Requirements You've wound the clockwork helm for 10 minutes within the last 24 hours; Effect You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes 10d8 fire damage and is drained 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-672"},{"skill_mod":{},"primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The round you activate the rejuvenator, you must first spend either 1 Interact action or 2 Interact actions to wind the device.","source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=673","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact","actions_number":2,"id":"action-673","text":" Activate Single Action or Two Actions Interact; Requirements The round you activate the rejuvenator, you must first spend either 1 Interact action or 2 Interact actions to wind the device.; ","category":"action","actions":"Single Action or Two Actions","rarity":"common","slug":"action-673"},{"skill_mod":{},"summary":"The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You've wound the gearblade for 10 minutes within the last 24 hours","source":["Pathfinder #161: Belly of the Black Whale"],"trigger":"You roll a critical success to Disarm a target with the gearblade ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=674","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":1,"id":"action-674","text":" Activate Reaction envision; Frequency once per day; Trigger You roll a critical success to Disarm a target with the gearblade ; Requirements You've wound the gearblade for 10 minutes within the last 24 hours; Effect The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade , and the creature takes 3d12 bludgeoning damage. On a critical failure, they take 6d12 bludgeoning damage and the limb becomes unusable until healed by a regenerate spell or a similar effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-674"},{"skill_mod":{},"summary":"You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack.","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"trigger":"You are targeted by a ranged attack from an opponent you can see","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=675","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":1,"id":"action-675","text":" Activate Reaction envision; Trigger You are targeted by a ranged attack from an opponent you can see; Effect You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-675"},{"skill_mod":{},"summary":"The Cane of the Maelstrom casts a 5th-level hallucinatory terrain spell and infuses the illusion with quasi-real substance drawn from the …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=676","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"10 minutes (command, envision, Interact)","id":"action-676","text":" Activate 10 minutes (command, envision, Interact); Effect The Cane of the Maelstrom casts a 5th-level hallucinatory terrain spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature disbelieves the illusion during its duration, the changes become wholly real and permanent when its duration expires.","category":"action","rarity":"common","slug":"action-676"},{"skill_mod":{},"summary":"The Cane of the Maelstrom casts a 5th-level creation spell, except the duration is unlimited and you can create delicate or complex objects by …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=677","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"1 minute (Interact)","id":"action-677","text":" Activate 1 minute (Interact); Effect The Cane of the Maelstrom casts a 5th-level creation spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable Crafting skill check when you activate this ability.","category":"action","rarity":"common","slug":"action-677"},{"skill_mod":{},"summary":"The Radiant Spark casts a 10th-level dominate spell (DC 49) on a creature that isn't from the Material Plane . Celestials get an outcome one …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=678","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision, Interact","actions_number":4,"id":"action-678","text":" Activate Two Actions envision, Interact; Effect The Radiant Spark casts a 10th-level dominate spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-678"},{"skill_mod":{},"summary":"The Radiant Spark reduces the casting time of the ritual to 1 hour, and you don't need secondary casters for this ritual.","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"trigger":"You begin casting a planar binding ritual","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=679","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision","actions_number":0,"id":"action-679","text":" Activate Free Action envision; Trigger You begin casting a planar binding ritual; Effect The Radiant Spark reduces the casting time of the ritual to 1 hour, and you don't need secondary casters for this ritual.","category":"action","actions":"Free Action","rarity":"common","slug":"action-679"},{"skill_mod":{},"summary":"The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours.","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"trigger":"The target critically fails their save against the Radiant Spark's dominate spell or you critically succeed at binding the target with the planar binding ritual using the artifact","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=680","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"envision, Interact","actions_number":1,"id":"action-680","text":" Activate Reaction envision, Interact; Trigger The target critically fails their save against the Radiant Spark's dominate spell or you critically succeed at binding the target with the planar binding ritual using the artifact; Effect The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours. Critical Success The target is unaffected. Success The target is drained 2. Failure The target dies and its essence is trapped within the Radiant Spark . It can be brought back to life only with powerful magic such as wish or miracle . Critical Failure As failure, and the target can't be brought back to life until the Radiant Spark is destroyed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-680"},{"skill_mod":{},"summary":"You attempt to make the ring cast an arcane wish spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't …","primary_source":"Pathfinder #162: Ruins of the Radiant Siege","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=681","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"command","actions_number":6,"id":"action-681","text":" Activate Three Actions command; Effect You attempt to make the ring cast an arcane wish spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are drained 3, whether or not the ring refuses the wish. Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-681"},{"skill_mod":{},"summary":"You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are concealed , …","primary_source":"Troubles in Otari","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Troubles in Otari"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=682","weakness":{},"source_group":["Troubles in Otari"],"primary_source_group":"Troubles in Otari","name":"Interact","actions_number":2,"id":"action-682","text":" Activate Single Action Interact; Effect You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are concealed, and all creatures outside the cloud are concealed to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals 1d4 fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round).","category":"action","actions":"Single Action","rarity":"common","slug":"action-682"},{"skill_mod":{},"summary":"The sun wheel casts a shield spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the …","primary_source":"Troubles in Otari","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Troubles in Otari"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=683","weakness":{},"source_group":["Troubles in Otari"],"primary_source_group":"Troubles in Otari","name":"concentrate","actions_number":2,"id":"action-683","text":" Activate Single Action concentrate; Effect The sun wheel casts a shield spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal 2d6 fire damage to it, which it gets a DC 21 basic Reflex save to resist. If you choose to deal the fire damage, you can't Activate the sun wheel again until the next morning. If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for shield .","category":"action","actions":"Single Action","rarity":"common","slug":"action-683"},{"skill_mod":{},"summary":"Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes.","primary_source":"Pathfinder Beginner Box: Game Master's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=685","weakness":{},"name":"concentrate","actions_number":2,"id":"action-685","text":" Activate Single Action concentrate; Effect Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-685"},{"skill_mod":{},"summary":"Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=686","weakness":{},"name":"concentrate","actions_number":2,"id":"action-686","text":" Activate Single Action concentrate; Effect Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-686"},{"skill_mod":{},"summary":"You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat . In creature form, …","primary_source":"Pathfinder Beginner Box: Game Master's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Pathfinder Beginner Box: Game Master's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=687","weakness":{},"name":"concentrate, manipulate","actions_number":4,"id":"action-687","text":" Activate Two Actions concentrate, manipulate; Effect You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-687"},{"skill_mod":{},"summary":"You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of …","primary_source":"GM's Toolkit: Secret Keeper's Mask","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=688","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-688","text":" Activate Two Actions Interact; Frequency once per day; Effect You twist the mask's eye and peer at an object. You know whether the object is poison or has been poisoned, but you don't learn the number or type of poisons present in the object.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-688"},{"skill_mod":{},"summary":"You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or …","primary_source":"GM's Toolkit: Secret Keeper's Mask","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["GM's Toolkit: Secret Keeper's Mask"],"trigger":"You succeed on a Thievery check to Steal an item of negligible Bulk","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=689","frequency":"once per day","weakness":{},"name":"Interact","actions_number":1,"id":"action-689","text":" Activate Reaction Interact; Frequency once per day; Trigger You succeed on a Thievery check to Steal an item of negligible Bulk; Effect You create an illusory duplicate of the item you just stole. This duplicate has the appropriate appearance and weight, but it doesn't make sounds or generate smells. The illusion vanishes after 10 minutes, or earlier if anyone examines or manipulates the illusory duplicate (such as to try to use it).","category":"action","actions":"Reaction","rarity":"common","slug":"action-689"},{"skill_mod":{},"summary":"The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the …","primary_source":"GM's Toolkit: Secret Keeper's Mask","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["GM's Toolkit: Secret Keeper's Mask"],"trigger":"You deal persistent bleed damage to a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=690","frequency":"once per day","weakness":{},"name":"Interact","actions_number":1,"id":"action-690","text":" Activate Reaction Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding.","category":"action","actions":"Reaction","rarity":"common","slug":"action-690"},{"skill_mod":{},"summary":"You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your …","primary_source":"GM's Toolkit: Secret Keeper's Mask","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=691","frequency":"once per day","weakness":{},"name":"Interact (auditory, linguistic)","actions_number":2,"id":"action-691","text":" Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","category":"action","actions":"Single Action","rarity":"common","slug":"action-691"},{"skill_mod":{},"summary":"A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=692","frequency":"once per month","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact","actions_number":6,"id":"action-692","text":" Activate Three Actions Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-692"},{"skill_mod":{},"summary":"A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=693","frequency":"once per month","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact","actions_number":6,"id":"action-693","text":" Activate Three Actions Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight ; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a teleportation effect.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-693"},{"skill_mod":{},"summary":"You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=694","frequency":"once per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact (emotion, visual)","actions_number":4,"id":"action-694","text":" Activate Two Actions Interact (emotion, visual) Frequency once per day; Effect You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. Critical Success The creature is unaffected and realizes that you attempted to mentally influence them with the light. Success The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already. Failure The creature becomes fascinated by the lantern's light, and remains fascinated as long as you Sustain the Activation, up to 10 minutes. Critical Failure As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the fascinated creature remembers any events that took place while fascinated only as indistinct, dream-like memories.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-694"},{"skill_mod":{},"summary":"You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing 4d8 …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=695","frequency":"once per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact","actions_number":4,"id":"action-695","text":" Activate Two Actions Interact; Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing 4d8 positive damage to the creature (DC 20 basic Will save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-695"},{"skill_mod":{},"summary":"You gain a +2 item bonus to skill checks to Recall Knowledge about Nhimbaloth , her faith, or creatures associated with her (such as incorporeal …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=696","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"10 minutes (Investigate)","id":"action-696","text":" Activate 10 minutes (Investigate); Effect You gain a +2 item bonus to skill checks to Recall Knowledge about Nhimbaloth, her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death.","category":"action","rarity":"common","slug":"action-696"},{"skill_mod":{},"summary":"You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes 5d6 positive …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=697","frequency":"once per hour","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"command, Interact","actions_number":4,"id":"action-697","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes 5d6 positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-697"},{"skill_mod":{},"summary":"You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=698","frequency":"once per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"command, Interact","actions_number":4,"id":"action-698","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take 4d6 mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the emotion trait for 1 minute. You are exposed to the Empty Death each time you use this ability.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-698"},{"skill_mod":{},"summary":"You cast one of the following spells at the lowest level possible (unless otherwise specified): crushing despair (one target within 30 feet …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=699","frequency":"three times per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Cast a Spell","id":"action-699","text":" Activate Cast a Spell; Frequency three times per day; Effect You cast one of the following spells at the lowest level possible (unless otherwise specified): crushing despair (one target within 30 feet only), fear (3rd), paranoia , or phantasmal killer . You are exposed to the Empty Death each time you use this ability.","category":"action","rarity":"common","slug":"action-699"},{"skill_mod":{},"summary":"You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by …","primary_source":"Ancestry Guide","trait_group":["Mechanics","Tradition","School"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=700","weakness":{},"school":"transmutation","name":"Change Shape","trait":["Concentrate","Polymorph","Primal","Transmutation"],"actions_number":2,"id":"action-700","text":" Change Shape Single Action Source Ancestry Guide pg. 79 --- You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.","category":"action","actions":"Single Action","rarity":"common","slug":"action-700"},{"skill_mod":{},"summary":"You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless …","primary_source":"Ancestry Guide","trait_group":["Mechanics","Tradition","Ancestry","School"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=701","weakness":{},"school":"transmutation","name":"Change Shape","trait":["Concentrate","Divine","Kitsune","Polymorph","Transmutation"],"actions_number":2,"id":"action-701","text":" Change Shape Single Action Source Ancestry Guide pg. 121 --- You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.","category":"action","actions":"Single Action","rarity":"common","slug":"action-701"},{"skill_mod":{},"summary":"You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"You attempt a saving throw against a divine effect, but you haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=702","weakness":{},"name":"Invoke Celestial Privilege","actions_number":1,"id":"action-702","text":" Invoke Celestial Privilege Reaction Source Ancestry Guide pg. 123 Trigger You attempt a saving throw against a divine effect, but you haven't rolled yet. --- You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against divine effects until the start of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-702"},{"skill_mod":{},"summary":"You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"A creature within 60 feet gains the frightened condition.","source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=703","frequency":"once per hour","weakness":{},"name":"Invigorating Fear","actions_number":1,"id":"action-703","text":" Invigorating Fear Reaction Source Ancestry Guide pg. 123 Frequency once per hour Requirements A creature within 60 feet gains the frightened condition. --- You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-703"},{"skill_mod":{},"summary":"You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your last action or spell this turn had the acid , cold , electricity , fire , or sonic trait.","source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=704","weakness":{},"name":"Conduct Energy","actions_number":0,"id":"action-704","text":" Conduct Energy Free Action Source Ancestry Guide pg. 139 Requirements Your last action or spell this turn had the acid, cold, electricity, fire, or sonic trait. --- You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits.","category":"action","actions":"Free Action","rarity":"common","slug":"action-704"},{"skill_mod":{},"summary":"You cast one of the spells contained in your tengu feather fan . Activating the fan takes the spell's normal number of actions. You can also …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=705","frequency":"once per day","weakness":{},"name":"Interact","id":"action-705","text":" Activate Interact; Frequency once per day; Effect You cast one of the spells contained in your tengu feather fan . Activating the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day","category":"action","rarity":"common","slug":"action-705"},{"skill_mod":{},"summary":"You cast feather fall on the triggering creature.","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"You or a creature within 60 feet of you is falling","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=706","weakness":{},"name":"command","actions_number":1,"id":"action-706","text":" Activate Reaction command; Trigger You or a creature within 60 feet of you is falling; Effect You cast feather fall on the triggering creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-706"},{"skill_mod":{},"summary":"By touching a weapon you wield to the symbol and uttering a plea for Erastil's steadying hand, you grant that weapon the deadly d12 trait. Against …","primary_source":"Pathfinder #164: Hands of the Devil","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=707","frequency":"once per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"command, Interact","actions_number":6,"id":"action-707","text":" Activate Three Actions command, Interact; Frequency once per day; Effect By touching a weapon you wield to the symbol and uttering a plea for Erastil's steadying hand, you grant that weapon the deadly d12 trait. Against undead, the weapon instead gains the fatal d12 trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-707"},{"skill_mod":{},"summary":"You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the …","primary_source":"Pathfinder #164: Hands of the Devil","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=708","frequency":"once per hour","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact (concentrate)","actions_number":2,"id":"action-708","text":" Activate Single Action Interact (concentrate) Frequency once per hour; Effect You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-708"},{"skill_mod":{},"summary":"You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 …","primary_source":"Pathfinder #164: Hands of the Devil","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=709","frequency":"once per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"command","actions_number":6,"id":"action-709","text":" Activate Three Actions command; Frequency once per day; Effect You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw. Critical Success The target creature is unaffected. Success The target creature is slowed 1 for 1 round as its responses are muddled by your commands. Failure The creature is controlled by you for 1 hour, although it doesn't follow commands that are obviously self-destructive. Critical Failure As failure, but the duration is 1 day.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-709"},{"remaster_name":["(concentrate, teleportation)"],"skill_mod":{},"summary":" Blackaxe appears in your hands, teleporting instantly from its prior location.","primary_source":"Bestiary","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren't wielding Blackaxe and you are its true owner.","source":["Bestiary"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=710","weakness":{},"name":"command (conjuration, teleportation)","actions_number":0,"id":"action-710","text":" Activate Free Action command (conjuration, teleportation) Requirements You aren't wielding Blackaxe and you are its true owner.; Effect Blackaxe appears in your hands, teleporting instantly from its prior location.","category":"action","actions":"Free Action","rarity":"common","slug":"action-710"},{"remaster_name":["(concentrate, death, healing, positive)"],"skill_mod":{},"summary":"Make a Strike against a living tree with Blackaxe . If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of …","primary_source":"Bestiary","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Bestiary"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=711","frequency":"once per minute","weakness":{},"name":"command (death, healing, necromancy)","actions_number":2,"id":"action-711","text":" Activate Single Action command (death, healing, necromancy) Frequency once per minute; Effect Make a Strike against a living tree with Blackaxe . If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of restoration (6th) and restore senses .","category":"action","actions":"Single Action","rarity":"common","slug":"action-711"},{"skill_mod":{},"summary":"You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin …","primary_source":"Pathfinder #166: Despair on Danger Island","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=712","frequency":"once per day","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"command, envision, Interact","actions_number":6,"id":"action-712","text":" Activate Three Actions command, envision, Interact; Frequency once per day; Effect You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you Strike a creature with it each round. The Survival or Perception DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to Strike a creature with the fan during a round, or after 1 minute, whichever comes first.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-712"},{"skill_mod":{},"summary":"The fan casts 8th-level raise dead , consuming the phoenix fighting fan in the process.","primary_source":"Pathfinder #166: Despair on Danger Island","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=713","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"10 minutes (envision, Interact)","id":"action-713","text":" Activate 10 minutes (envision, Interact); Effect The fan casts 8th-level raise dead , consuming the phoenix fighting fan in the process.","category":"action","rarity":"common","slug":"action-713"},{"skill_mod":{},"summary":"You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks …","primary_source":"Pathfinder #166: Despair on Danger Island","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=714","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"command, envision","actions_number":6,"id":"action-714","text":" Activate Three Actions command, envision; Effect You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-714"},{"skill_mod":{},"summary":"The necklace consumes one of the attached silver feathers and casts 7th-level raise dead . Activating this ability is particularly costly and …","primary_source":"Pathfinder #166: Despair on Danger Island","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=715","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"10 minutes (envision, Interact)","id":"action-715","text":" Activate 10 minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and casts 7th-level raise dead . Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation.","category":"action","rarity":"common","slug":"action-715"},{"skill_mod":{},"primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"trigger":"You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=716","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"command","actions_number":0,"id":"action-716","text":" Activate Free Action command; Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-716"},{"skill_mod":{},"primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"trigger":"You Grab or restrain a creature or become grabbed or restrained by a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=717","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"envision","actions_number":0,"id":"action-717","text":" Activate Free Action envision; Trigger You Grab or restrain a creature or become grabbed or restrained by a creature; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-717"},{"skill_mod":{},"summary":"The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour.","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=718","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"Interact","actions_number":4,"id":"action-718","text":" Activate Two Actions Interact; Effect The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-718"},{"skill_mod":{},"summary":"The cloak pushes you onward. You Stride or Fly up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your …","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=719","frequency":"once per minute","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"command","actions_number":2,"id":"action-719","text":" Activate Single Action command; Frequency once per minute; Effect The cloak pushes you onward. You Stride or Fly up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement.","category":"action","actions":"Single Action","rarity":"common","slug":"action-719"},{"skill_mod":{},"summary":"You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other.","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=720","frequency":"once per day","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"Interact","actions_number":4,"id":"action-720","text":" Activate Two Actions Interact; Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-720"},{"skill_mod":{},"summary":"You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that …","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=721","frequency":"once per day","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"Interact (conjuration, teleportation)","actions_number":4,"id":"action-721","text":" Activate Two Actions Interact (conjuration, teleportation) Frequency once per day; Effect You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-721"},{"skill_mod":{},"summary":"You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A …","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=722","frequency":"once per hour","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"command, Interact (electricity)","actions_number":4,"id":"action-722","text":" Activate Two Actions command, Interact (electricity) Frequency once per hour; Effect You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you Dismiss the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an Interact action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes 5d12 lightning damage and must attempt a DC 41 basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-722"},{"skill_mod":{},"summary":"You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual.","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=723","frequency":"once per week","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"10 minutes (command, envision, Interact)","id":"action-723","text":" Activate 10 minutes (command, envision, Interact); Frequency once per week; Effect You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual.","category":"action","rarity":"common","slug":"action-723"},{"skill_mod":{},"summary":"You attempt to enhance the effects of a spell as you cast it by attempting a Religion check against the spell's DC, as determined by Table 10–5 ","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"you worship Desna","source":["Malevolence"],"trigger":"you use the starless scope as a divine focus","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=724","frequency":"once per day","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"Interact","actions_number":1,"id":"action-724","text":" Activate Reaction Interact; Frequency once per day; Trigger you use the starless scope as a divine focus; Requirements you worship Desna; Effect You attempt to enhance the effects of a spell as you cast it by attempting a Religion check against the spell's DC, as determined by Table 10–5 Critical Success Any attack rolls you make with the spell gain a +2 status bonus, and any saving throw a foe makes against the spell takes a –2 status penalty. If you would normally cast the spell from a spell slot, and the spell is 5th level or lower, you don't spend the spell slot and cast the spell from the starless scope instead. Success Any attack rolls you make with the spell gain a +1 status bonus, and any saving throw a foe makes against the spell takes a –1 status penalty. Failure The spell is cast normally. Attempt a DC 11 flat check. On a failure, the starless scope's lens shatters. Critical Failure The spell is disrupted and the starless scope's lens shatters.","category":"action","actions":"Reaction","rarity":"common","slug":"action-724"},{"skill_mod":{},"summary":"You raise the scope to your eye and observe a creature within 30 feet. You can attempt to identify the creature by Recalling Knowledge . The …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=725","frequency":"once per hour","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"Interact (abjuration, divine)","actions_number":4,"id":"action-725","text":" Activate Two Actions Interact (abjuration, divine) Frequency once per hour; Effect You raise the scope to your eye and observe a creature within 30 feet. You can attempt to identify the creature by Recalling Knowledge. The starless scope adds a +2 item bonus to this check. If the creature is associated with the Dominion of the Black or the Elder Mythos, or is a creature whose actions have blasphemed against Desna (Ioseff Xarwin's ghost falls into this latter category), the creature must attempt a DC 27 Will save. Critical Success The creature is unaffected, and the starless scope's lens shatters. Success The creature shines with starlight for 1 round. During this time, the creature can't be concealed if it is visible. If it's invisible, it's concealed rather than being undetected. The creature takes a –1 status penalty to saving throws against divine effects while it shimmers with starlight. Failure As success, but the creature also suffers an additional effect. An incorporeal creature loses its incorporeal trait as long as it shines with starlight. Any other creature becomes slowed 1 as long as it shines with starlight. Critical Failure As failure, but the duration of the starlight is 1 minute, and the status penalty to saving throws against divine effects increases to –2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-725"},{"skill_mod":{},"summary":"The first activation ritual is known as “Speak to the Void” and allows the user to contact an intelligence in a distant part of the universe, …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=726","frequency":"once per month","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"1 hour (Intract); Research Accumulate 12 RP by making DC 20 Occultism (expert) checks when Researching (1 week per attempt)","id":"action-726","text":" Activate 1 hour (Intract); Research Accumulate 12 RP by making DC 20 Occultism (expert) checks when Researching (1 week per attempt); Frequency once per month; Effect The first activation ritual is known as “Speak to the Void” and allows the user to contact an intelligence in a distant part of the universe, provided the mirror shows that location (regardless of distance). This alien intelligence infuses the user's mind with answers, allowing the user to Recall Knowledge using Nature or Occultism as if they were legendary proficiency with the skill (including the +8 proficiency bonus). If this check fails, the character takes 10d6 mental damage (100 mental damage on a critical failure) as the imparted knowledge does more harm than good.","category":"action","rarity":"common","slug":"action-726"},{"skill_mod":{},"summary":"The second activation ritual is known as “Call from the Void.” The user performs a 1-hour-long rite before the Void Mirror , during which they …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=727","frequency":"once per year","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"1 hour (Interact); Research Accumulate 12 RP by making DC 30 Occultism (master) checks when Researching (1 month per attempt)","id":"action-727","text":" Activate 1 hour (Interact); Research Accumulate 12 RP by making DC 30 Occultism (master) checks when Researching (1 month per attempt); Frequency once per year; Effect The second activation ritual is known as “Call from the Void.” The user performs a 1-hour-long rite before the Void Mirror , during which they indicate a type of aberration, beast, fungus, ooze, or plant creature that's an alien life form from the planet the user is currently located on. The target creature must be a level equal to or less than the user's level +4. As the rite ends, the user attempts an Occultism check against the target creature's Will DC. Critical Success The creature is drawn across the universe to appear in a space adjacent to the Void Mirror . The creature's initial attitude toward the user is helpful, but this attitude can shift quickly if the creature realizes its goals and personality differs dramatically from the user's, or if the user makes a request of the creature that's against its nature. As long both the creature and the user are within 30 feet of the Void Mirror , the user can return the creature to its original location by Dismissing this activation. The creature can attempt a Will save against the user's Occultism DC to resist being returned; if it succeeds, it's temporarily immune for 24 hours. Success As critical success, but the creature is indifferent upon arrival. Failure As critical success, but the creature is hostile upon arrival. Critical Failure As failure, but magical feedback from the failed activation causes the user to become stunned 3.","category":"action","rarity":"common","slug":"action-727"},{"skill_mod":{},"summary":"The third activation ritual is known as “Become the Void” and requires the user to continue performing the rite for 7 consecutive days (as if they …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=728","frequency":"once per century","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"7 days (Interact); Research Accumulate 12 RP by making DC 40 Occultism (legendary) checks when Researching (1 year per attempt)","id":"action-728","text":" Activate 7 days (Interact); Research Accumulate 12 RP by making DC 40 Occultism (legendary) checks when Researching (1 year per attempt); Frequency once per century; Effect The third activation ritual is known as “Become the Void” and requires the user to continue performing the rite for 7 consecutive days (as if they were performing a multi-day ritual). If the user fails to perform this rite for one of these 7 consecutive days, they immediately suffer the critical failure effect below. Critical Success The user's body, mind, and soul are infused with alien energies drawn from the Dark Tapestry, which transforms the user into an aberration of a level no higher than their current level +4. This new form could be an existing aberration or a unique one of the GM's creation. The user retains their memories and spellcasting ability (including any rituals they know) but becomes chaotic evil and loses all other abilities they possessed in their previous form. Success As critical success, but the aberration the user transforms into can be of a level no higher than half the user's current level. Failure The user's attempt to change is a painful mistake that deals 10d6+40 bludgeoning damage as their body twists, bends and breaks. Ultimately, they are not transformed. Critical Failure The user is slain, but their body shifts and transforms into a brand new creature as the bodiless alien intelligence Tchekuth incubates within the user's flesh, mind and soul. This transformation takes another 7 days to complete but can be halted indefinitely if the Void Mirror is placed in a specially constructed frame aimed at the body's location (regardless of any solid object between the mirror and the body). Slowing or stopping this transformation via other means requires complex rituals or divine intervention, subject to the GM's whim. After 7 days, the body completes its transformation and Tchekuth rises once more as a physical threat.","category":"action","rarity":"common","slug":"action-728"},{"skill_mod":{},"summary":"You envenom your fangs. If the next fangs Strike you make before the end of your turn hits and deals damage, the Strike deals an additional 1d6 …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=729","frequency":"a number of times per day equal to your level","weakness":{},"name":"Anadi Venom","actions_number":2,"id":"action-729","text":" Anadi Venom Single Action Source The Mwangi Expanse pg. 103 Frequency a number of times per day equal to your level --- You envenom your fangs. If the next fangs Strike you make before the end of your turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to 2d6.","category":"action","actions":"Single Action","rarity":"common","slug":"action-729"},{"skill_mod":{},"summary":"You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks …","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Tradition","Mechanics","School"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=730","weakness":{},"school":"transmutation","name":"Change Shape","trait":["Anadi","Arcane","Concentrate","Polymorph","Transmutation"],"actions_number":2,"id":"action-730","text":" Change Shape Single Action Source The Mwangi Expanse pg. 103 --- You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat-footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.","category":"action","actions":"Single Action","rarity":"common","slug":"action-730"},{"skill_mod":{},"summary":"You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a …","primary_source":"The Mwangi Expanse","trait_group":["Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are about to attempt a check to Recall Knowledge .","source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=731","frequency":"once per day","weakness":{},"name":"Call to Axis","trait":["Fortune"],"actions_number":0,"id":"action-731","text":" Call to Axis Free Action Source The Mwangi Expanse pg. 107 Frequency once per day Requirements You are about to attempt a check to Recall Knowledge. --- You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-731"},{"skill_mod":{},"summary":"You exude a deadly toxin. The triggering creature takes 1d4 poison damage ( basic Fortitude save using your class DC or spell DC, whichever is …","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon","Poison","Affliction"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"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.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=732","frequency":"once per hour","weakness":{},"name":"Toxic Skin","trait":["Grippli","Poison"],"actions_number":1,"id":"action-732","text":" Toxic Skin Reaction Source The Mwangi Expanse pg. 119 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-732"},{"skill_mod":{},"summary":"You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature ( basic Reflex save using your class DC or …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"trigger":"You are hit with an unarmed strike or a strike with a non- reach melee weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=733","frequency":"once per day","weakness":{},"name":"Barbed Quills","actions_number":1,"id":"action-733","text":" Barbed Quills Reaction Source The Mwangi Expanse pg. 123 Frequency once per day Trigger You are hit with an unarmed strike or a strike with a non-reach melee weapon. --- You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes 1d4 persistent bleed damage as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8 and the persistent piercing damage increases by 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-733"},{"skill_mod":{},"summary":"You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=734","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-734","text":" Activate Single Action command; Frequency once per day; Effect You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-734"},{"skill_mod":{},"summary":"You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=735","weakness":{},"name":"1 minute (envision, Interact)","id":"action-735","text":" Activate 1 minute (envision, Interact); Effect You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save.","category":"action","rarity":"common","slug":"action-735"},{"skill_mod":{},"summary":"You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed Strike; your chosen attack deals an extra 1d6 fire damage for the next 1 …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=736","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-736","text":" Activate Single Action command; Frequency once per day; Effect You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed Strike; your chosen attack deals an extra 1d6 fire damage for the next 1 minute. Special If you are a zombie at a time when Mzali is entirely purged of foreigners, your duty is fulfilled and you are immediately destroyed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-736"},{"skill_mod":{},"summary":"You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.","primary_source":"Pathfinder #169: Kindled Magic","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=746","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":2,"id":"action-746","text":" Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-746"},{"skill_mod":{},"summary":"You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each …","primary_source":"Pathfinder #169: Kindled Magic","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=747","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":4,"id":"action-747","text":" Activate Two Actions envision; Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-747"},{"skill_mod":{},"summary":"Roll twice to determine the number of Hit Points you restore and take the higher result.","primary_source":"Pathfinder #169: Kindled Magic","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #169: Kindled Magic"],"trigger":"You are about to roll a variable number of Hit Points you restore from an action with the healing trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=748","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision (fortune)","actions_number":0,"id":"action-748","text":" Activate Free Action envision (fortune) Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.","category":"action","actions":"Free Action","rarity":"common","slug":"action-748"},{"skill_mod":{},"summary":"Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures …","primary_source":"Pathfinder #169: Kindled Magic","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=749","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":2,"id":"action-749","text":" Activate Single Action envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-749"},{"skill_mod":{},"summary":"The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear. The bone's …","primary_source":"Pathfinder #169: Kindled Magic","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=750","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":2,"id":"action-750","text":" Activate Single Action Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear. The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again.","category":"action","actions":"Single Action","rarity":"common","slug":"action-750"},{"skill_mod":{},"summary":"The bone replays its recorded sounds.","primary_source":"Pathfinder #169: Kindled Magic","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=751","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":2,"id":"action-751","text":" Activate Single Action Interact; Effect The bone replays its recorded sounds.","category":"action","actions":"Single Action","rarity":"common","slug":"action-751"},{"skill_mod":{},"summary":"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 …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are an initiate, attendant, or conversant.","source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=752","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Study","trait":["Downtime"],"id":"action-752","text":" Study Source Pathfinder #169: Kindled Magic pg. 63 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.","category":"action","rarity":"common","slug":"action-752"},{"skill_mod":{},"summary":"Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit.","source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=753","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Cram","trait":["Downtime"],"id":"action-753","text":" Cram Source Pathfinder #169: Kindled Magic pg. 63 Requirements You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit. --- Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be fatigued for that day.","category":"action","rarity":"common","slug":"action-753"},{"skill_mod":{},"summary":"You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are a conversant or lore-speaker.","source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=754","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Practical Research","trait":["Downtime"],"id":"action-754","text":" Practical Research Source Pathfinder #169: Kindled Magic pg. 63 Requirements You are a conversant or lore-speaker. --- You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options.","category":"action","rarity":"common","slug":"action-754"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=755","frequency":"until recharged (see below)","weakness":{},"name":"Spellstrike","trait":["Magus"],"actions_number":4,"id":"action-755","text":" Spellstrike Two Actions Source Secrets of Magic pg. 37 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 either a spell attack roll or a saving throw. You imbue its effects into an attack instead of executing the spell normally. Make a melee Strike with a weapon or unarmed attack. 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. If the spell required a spell attack roll, use your Strike’s results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected. 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. Spellstrike Specifics Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. One Target : The spell targets only the target of your Strike, even if it normally allows more targets. This includes area spells, which only the target attempts a saving throw against. Any ongoing effects of the area, such as the difficult terrain from scatter scree , affect only the target’s space. Some feats let you affect more creatures. Reach : The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, gouging claw would affect a creature beyond the reach of your hand if you used a weapon with reach, and frostbite would affect only a creature in your weapon’s reach, even though the spell’s range is longer. Ancillary Effects : Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, scatter scree would still create difficult terrain in the target’s space (as mentioned above) and tangle vine ’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. Multiple Defenses : Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target : If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. Variable Actions : Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. Spellshape : You typically can’t use spellshape with Spellstrike because spellshape actions require the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-755"},{"skill_mod":{},"summary":"You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You used your most recent action this turn to Cast a Spell or make a Spellstrike . You need to meet this requirement only to enter the stance, not to remain in it.","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=756","weakness":{},"name":"Arcane Cascade","trait":["Concentrate","Magus","Stance"],"actions_number":2,"id":"action-756","text":" Arcane Cascade Single Action Source Secrets of Magic pg. 38 Requirements You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it. --- You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).","category":"action","actions":"Single Action","rarity":"common","slug":"action-756"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=757","weakness":{},"school":"conjuration","name":"Manifest Eidolon","trait":["Concentrate","Conjuration","Manipulate","Summoner","Teleportation"],"actions_number":6,"id":"action-757","text":" Manifest Eidolon Three Actions Source Secrets of Magic pg. 52 --- 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).","category":"action","actions":"Three Actions","rarity":"common","slug":"action-757"},{"skill_mod":{},"summary":"You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the …","primary_source":"Secrets of Magic","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=758","frequency":"once per round","weakness":{},"name":"Act Together","trait":["Summoner","Tandem"],"actions_number":2,"id":"action-758","text":" Act Together Single Action to Three Actions Source Secrets of Magic pg. 53 Frequency once per round --- You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel.","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-758"},{"skill_mod":{},"summary":"You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is manifested.","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=759","weakness":{},"school":"divination","name":"Share Senses","trait":["Concentrate","Divination","Scrying","Summoner"],"actions_number":2,"id":"action-759","text":" Share Senses Single Action Source Secrets of Magic pg. 54 Requirements Your eidolon is manifested. --- You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.","category":"action","actions":"Single Action","rarity":"common","slug":"action-759"},{"skill_mod":{},"summary":"Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=760","weakness":{},"name":"Furious Strike","trait":["Eidolon"],"actions_number":4,"id":"action-760","text":" Furious Strike Two Actions Source Secrets of Magic pg. 60 --- Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll. If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-760"},{"skill_mod":{},"summary":"Your eidolon's fury boils over into a reckless, out-of-control frenzy. While frenzied, your eidolon is affected by boost eidolon and gains …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=761","weakness":{},"name":"Seething Frenzy","trait":["Concentrate","Eidolon","Emotion","Mental"],"actions_number":2,"id":"action-761","text":" Seething Frenzy Single Action Source Secrets of Magic pg. 60 --- Your eidolon's fury boils over into a reckless, out-of-control frenzy. While frenzied, your eidolon is affected by boost eidolon and gains temporary Hit Points equal to your level, but it takes a –2 penalty to AC. Your eidolon can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which it's fatigued for 1 minute and can't start another frenzy for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-761"},{"skill_mod":{},"summary":"Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon Strides twice and then Strikes. If the eidolon …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=762","weakness":{},"name":"Beast's Charge","trait":["Eidolon"],"actions_number":4,"id":"action-762","text":" Beast's Charge Two Actions Source Secrets of Magic pg. 61 --- Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon Strides twice and then Strikes. If the eidolon moved at least 20 feet away from its starting position and moved entirely in a straight line, it gains a +1 circumstance bonus to this attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-762"},{"skill_mod":{},"summary":"Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon's form. Your eidolon attempts Intimidation checks to …","primary_source":"Secrets of Magic","trait_group":["Sense","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=763","weakness":{},"name":"Primal Roar","trait":["Auditory","Eidolon"],"actions_number":4,"id":"action-763","text":" Primal Roar Two Actions Source Secrets of Magic pg. 61 --- Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon's form. Your eidolon attempts Intimidation checks to Demoralize each enemy that can hear the roar; these Demoralize attempts don't take any penalty for not sharing a language.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-763"},{"skill_mod":{},"summary":"Your eidolon lashes out in all directions. It makes a melee unarmed Strike against up to four enemies within reach. It can choose different unarmed …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=764","weakness":{},"name":"Whirlwind Maul","trait":["Eidolon"],"actions_number":4,"id":"action-764","text":" Whirlwind Maul Two Actions Source Secrets of Magic pg. 61 --- Your eidolon lashes out in all directions. It makes a melee unarmed Strike against up to four enemies within reach. It can choose different unarmed attacks for each enemy. Each attack counts toward your multiple attack penalty, but you don't increase your penalty until the eidolon has made all its attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-764"},{"skill_mod":{},"summary":"Your eidolon summons images of its sin into the mind of a target creature within 30 feet, tormenting and confusing the target. The target must …","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=765","frequency":"once per 10 minutes","weakness":{},"name":"Visions of Sin","trait":["Divine","Eidolon","Emotion","Mental"],"actions_number":4,"id":"action-765","text":" Visions of Sin Two Actions Source Secrets of Magic pg. 63 Frequency once per 10 minutes --- Your eidolon summons images of its sin into the mind of a target creature within 30 feet, tormenting and confusing the target. The target must attempt a Will save against your spell DC with the following effects. The effects last until the end of your next turn, but your eidolon can use a single action, which has the concentrate trait, to extend the effects until the end of your next turn (like Sustaining a Spell), to a maximum duration of 1 minute. If the target is evil, it takes a –2 circumstance penalty to its save. Regardless of whether it succeeds, the target becomes temporarily immune for 1 day. Critical Success The target is unaffected. Success The target can't use reactions. Failure The target is slowed 1 and can't use reactions. Critical Failure As failure, and the target is also confused for 1 round. The confusion can't be extended, but the other effects can.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-765"},{"skill_mod":{},"summary":"Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a …","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Tradition","School"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is within 15 feet of you.","source":["Secrets of Magic"],"trigger":"An enemy within 15 feet of you hits you with a Strike and deals damage to you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=766","weakness":{},"school":"transmutation","name":"Dutiful Retaliation","trait":["Eidolon","Occult","Transmutation"],"actions_number":1,"id":"action-766","text":" Dutiful Retaliation Reaction Source Secrets of Magic pg. 63 Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. --- Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.","category":"action","actions":"Reaction","rarity":"common","slug":"action-766"},{"skill_mod":{},"summary":"Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against …","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class-Specific","School"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=767","weakness":{},"school":"evocation","name":"Breath Weapon","trait":["Arcane","Eidolon","Evocation"],"actions_number":4,"id":"action-767","text":" Breath Weapon Two Actions Source Secrets of Magic pg. 64 --- Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-767"},{"skill_mod":{},"summary":"Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=768","weakness":{},"name":"Draconic Frenzy","trait":["Eidolon"],"actions_number":4,"id":"action-768","text":" Draconic Frenzy Two Actions Source Secrets of Magic pg. 64 --- Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-768"},{"skill_mod":{},"summary":"Your eidolon gathers the power of the mightiest wyrms to make its magical breath even more spectacular. If your eidolon's next action is to use …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=769","frequency":"once per minute","weakness":{},"name":"Wyrm's Breath","trait":["Concentrate","Eidolon"],"actions_number":0,"id":"action-769","text":" Wyrm's Breath Free Action Source Secrets of Magic pg. 64 Frequency once per minute --- Your eidolon gathers the power of the mightiest wyrms to make its magical breath even more spectacular. If your eidolon's next action is to use Breath Weapon, both the number of damage dice and area of the Breath Weapon are doubled.","category":"action","actions":"Free Action","rarity":"common","slug":"action-769"},{"skill_mod":{},"summary":"Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=770","weakness":{},"name":"Tendril Strike","trait":["Eidolon"],"actions_number":2,"id":"action-770","text":" Tendril Strike Single Action Source Secrets of Magic pg. 65 --- Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-770"},{"skill_mod":{},"summary":"Your eidolon extends its roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=771","weakness":{},"name":"Field of Roots","trait":["Eidolon"],"actions_number":4,"id":"action-771","text":" Field of Roots Two Actions Source Secrets of Magic pg. 66 --- Your eidolon extends its roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of the same type and amount as your eidolon's most damaging Strike, depending on their Reflex saves against your spell DC. Any ongoing effects of the save last until the enemy either Escapes or leaves your eidolon's reach. After using Field of Roots, your eidolon is immobilized until it takes a single action, which has the manipulate trait, to detach from the ground; this also ends any remaining effects on enemies from Field of Roots. Critical Success The enemy is unaffected. Success The enemy takes no damage, but takes a –10 foot circumstance penalty to its Speeds. Failure The enemy takes half damage, takes a –10-foot circumstance penalty to its Speeds, and, at the end of each of its turns, takes half damage again. Critical Failure The enemy is immobilized, takes full damage, and, at the end of each of its turns, takes full damage again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-771"},{"skill_mod":{},"summary":"You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from …","primary_source":"Secrets of Magic","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=772","weakness":{},"name":"Affix a Fulu","trait":["Manipulate"],"actions_number":2,"id":"action-772","text":" Affix a Fulu Single Action Source Secrets of Magic pg. 158 --- You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-772"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=773","weakness":{},"name":"Tap Ley Line","trait":["Concentrate"],"actions_number":2,"id":"action-773","text":" Tap Ley Line Single Action Source Secrets of Magic pg. 215 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-773"},{"skill_mod":{},"summary":"You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament . This takes 10 minutes. Attempt a counteract …","primary_source":"Secrets of Magic","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=774","weakness":{},"name":"Cleanse Soul Path","trait":["Exploration"],"id":"action-774","text":" Cleanse Soul Path Source Secrets of Magic pg. 234 --- You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption . The counteract level is half your level rounded up, and the counteract check modifier is your Religion modifier. If successful, reduce the stage of your soulforged corruption by 1 (to a minimum of Stage 1).","category":"action","rarity":"common","slug":"action-774"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=775","weakness":{},"name":"Learn Name","trait":["Downtime","Rare","Secret"],"id":"action-775","text":" Learn Name Source Secrets of Magic pg. 245 --- 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.","category":"action","rarity":"rare","slug":"action-775"},{"skill_mod":{},"summary":"The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=776","weakness":{},"name":"Bay","actions_number":4,"id":"action-776","text":" Bay Two Actions Source Secrets of Magic pg. 228 --- The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a language and don't take any penalty due to not sharing a language. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-776"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You attempt a Fortitude save against an ingested poison .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=777","weakness":{},"name":"envision","actions_number":0,"id":"action-777","text":" Activate Free Action envision; Trigger You attempt a Fortitude save against an ingested poison.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-777"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You attempt a Fortitude save against a disease .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=778","weakness":{},"name":"envision","actions_number":0,"id":"action-778","text":" Activate Free Action envision; Trigger You attempt a Fortitude save against a disease.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-778"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=779","weakness":{},"name":"envision","actions_number":0,"id":"action-779","text":" Activate Free Action envision; Trigger You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-779"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You attempt a Diplomacy check to Make an Impression .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=780","weakness":{},"name":"envision","actions_number":0,"id":"action-780","text":" Activate Free Action envision; Trigger You attempt a Diplomacy check to Make an Impression.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-780"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You use the Shield Block reaction with the shield to which this fulu is affixed.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=781","weakness":{},"name":"envision","actions_number":0,"id":"action-781","text":" Activate Free Action envision; Trigger You use the Shield Block reaction with the shield to which this fulu is affixed.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-781"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You would be forced to move, you would be teleported, or you would take cold , electricity , or sonic damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=782","weakness":{},"name":"command","actions_number":0,"id":"action-782","text":" Activate Free Action command; Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-782"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You attempt a saving throw against an injected poison .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=783","weakness":{},"name":"envision","actions_number":0,"id":"action-783","text":" Activate Free Action envision; Trigger You attempt a saving throw against an injected poison.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-783"},{"skill_mod":{},"summary":"This potion functions as a bottle of holy water . Like holy water, you throw it as a Strike. It's a simple thrown weapon with a range increment …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=784","weakness":{},"name":"Interact","actions_number":2,"id":"action-784","text":" Activate Single Action Interact; Effect This potion functions as a bottle of holy water . Like holy water, you throw it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-784"},{"skill_mod":{},"summary":"You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=785","weakness":{},"name":"Interact","actions_number":2,"id":"action-785","text":" Activate Single Action Interact; Effect You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the confused, fascinated, frightened, or stupefied condition. You are then sickened 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-785"},{"skill_mod":{},"summary":"You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=786","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-786","text":" Activate Two Actions Interact; Frequency once per day; Effect You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-786"},{"skill_mod":{},"summary":"You transform into a different form allowed by the polymorph by bending and molding the spell's energy. This reduces the spell's remaining duration …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're under the effect of a polymorph spell you prepared from this grimoire that offers a choice of multiple forms","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=787","frequency":"once per day","weakness":{},"name":"envision (polymorph, transmutation)","actions_number":2,"id":"action-787","text":" Activate Single Action envision (polymorph, transmutation) Frequency once per day; Requirements You're under the effect of a polymorph spell you prepared from this grimoire that offers a choice of multiple forms; Effect You transform into a different form allowed by the polymorph by bending and molding the spell's energy. This reduces the spell's remaining duration by half.","category":"action","actions":"Single Action","rarity":"common","slug":"action-787"},{"skill_mod":{},"summary":"If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=788","weakness":{},"name":"envision (metamagic)","actions_number":2,"id":"action-788","text":" Activate Single Action envision (metamagic) Effect If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-788"},{"skill_mod":{},"summary":"The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to cast a divination spell prepared from this grimoire","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=789","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-789","text":" Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge.","category":"action","actions":"Free Action","rarity":"common","slug":"action-789"},{"skill_mod":{},"summary":"If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=790","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":2,"id":"action-790","text":" Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes sickened 1 by the pain.","category":"action","actions":"Single Action","rarity":"common","slug":"action-790"},{"skill_mod":{},"summary":"You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=791","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-791","text":" Activate Free Action envision; Frequency once per day; Trigger You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws; Effect You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again.","category":"action","actions":"Free Action","rarity":"common","slug":"action-791"},{"skill_mod":{},"summary":"You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a Deception check against the triggering creature's …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"A creature succeeds, but doesn't critically succeed, at a Perception check to disbelieve an illusion spell you prepared from this grimoire","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=792","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-792","text":" Activate Reaction envision; Frequency once per day; Trigger A creature succeeds, but doesn't critically succeed, at a Perception check to disbelieve an illusion spell you prepared from this grimoire; Effect You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a Deception check against the triggering creature's Perception DC. If you succeed, the creature doesn't disbelieve the illusion.","category":"action","actions":"Reaction","rarity":"common","slug":"action-792"},{"skill_mod":{},"summary":"If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=793","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":0,"id":"action-793","text":" Activate Free Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-793"},{"skill_mod":{},"summary":"If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=794","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":2,"id":"action-794","text":" Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-794"},{"skill_mod":{},"summary":"Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=795","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-795","text":" Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-795"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=796","weakness":{},"name":"Cast a Spell","id":"action-796","text":" Activate Cast a Spell; ","category":"action","rarity":"common","slug":"action-796"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=797","weakness":{},"name":"Cast a Spell (add 1 action)","id":"action-797","text":" Activate Cast a Spell (add 1 action); ","category":"action","rarity":"common","slug":"action-797"},{"skill_mod":{},"summary":"You cast gale blast .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=798","weakness":{},"name":"Cast a Spell","id":"action-798","text":" Activate Cast a Spell; Effect You cast gale blast .","category":"action","rarity":"common","slug":"action-798"},{"skill_mod":{},"summary":"You cast wall of wind .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=799","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-799","text":" Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind .","category":"action","rarity":"common","slug":"action-799"},{"skill_mod":{},"summary":"You cast 4th-level wall of wind .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=800","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-800","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind .","category":"action","rarity":"common","slug":"action-800"},{"skill_mod":{},"summary":"You cast air walk .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=801","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-801","text":" Activate Cast a Spell; Frequency once per day; Effect You cast air walk .","category":"action","rarity":"common","slug":"action-801"},{"skill_mod":{},"summary":"You cast produce flame .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=802","weakness":{},"name":"Cast a Spell","id":"action-802","text":" Activate Cast a Spell; Effect You cast produce flame .","category":"action","rarity":"common","slug":"action-802"},{"skill_mod":{},"summary":"You cast fireball .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=803","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-803","text":" Activate Cast a Spell; Frequency once per day; Effect You cast fireball .","category":"action","rarity":"common","slug":"action-803"},{"skill_mod":{},"summary":"You cast 4th-level fireball .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=804","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-804","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball .","category":"action","rarity":"common","slug":"action-804"},{"skill_mod":{},"summary":"You cast wall of fire .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=805","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-805","text":" Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire .","category":"action","rarity":"common","slug":"action-805"},{"skill_mod":{},"summary":"You cast chill touch .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=806","weakness":{},"name":"Cast a Spell","id":"action-806","text":" Activate Cast a Spell; Effect You cast chill touch .","category":"action","rarity":"common","slug":"action-806"},{"skill_mod":{},"summary":"You cast 2nd-level harm or heal .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=807","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-807","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal .","category":"action","rarity":"common","slug":"action-807"},{"skill_mod":{},"summary":"You cast 4th-level harm or heal .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=808","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-808","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal .","category":"action","rarity":"common","slug":"action-808"},{"skill_mod":{},"summary":"You cast enervation or 4th-level restoration .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=809","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-809","text":" Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration .","category":"action","rarity":"common","slug":"action-809"},{"skill_mod":{},"summary":"You cast spout .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=810","weakness":{},"name":"Cast a Spell","id":"action-810","text":" Activate Cast a Spell; Effect You cast spout .","category":"action","rarity":"common","slug":"action-810"},{"skill_mod":{},"summary":"You cast aqueous orb or feet to fins .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=811","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-811","text":" Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins .","category":"action","rarity":"common","slug":"action-811"},{"skill_mod":{},"summary":"You cast 4th-level aqueous orb or feet to fins .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=812","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-812","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins .","category":"action","rarity":"common","slug":"action-812"},{"skill_mod":{},"summary":"You cast hydraulic torrent .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=813","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-813","text":" Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent .","category":"action","rarity":"common","slug":"action-813"},{"skill_mod":{},"summary":"You cast scatter scree .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=814","weakness":{},"name":"Cast a Spell","id":"action-814","text":" Activate Cast a Spell; Effect You cast scatter scree .","category":"action","rarity":"common","slug":"action-814"},{"skill_mod":{},"summary":"You cast meld into stone .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=815","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-815","text":" Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone .","category":"action","rarity":"common","slug":"action-815"},{"skill_mod":{},"summary":"You cast 4th-level meld into stone .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=816","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-816","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone .","category":"action","rarity":"common","slug":"action-816"},{"skill_mod":{},"summary":"You cast spike stones .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=817","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-817","text":" Activate Cast a Spell; Frequency once per day; Effect You cast spike stones .","category":"action","rarity":"common","slug":"action-817"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Athletics .","source":["Secrets of Magic"],"trigger":"Your Strike with the affixed weapon damages a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=818","weakness":{},"name":"envision","actions_number":0,"id":"action-818","text":" Activate Free Action envision; Trigger Your Strike with the affixed weapon damages a creature; Requirements You're an expert in Athletics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-818"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert with the affixed weapon.","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=819","weakness":{},"name":"Interact","actions_number":2,"id":"action-819","text":" Activate Single Action Interact; Requirements You're an expert with the affixed weapon.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-819"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Arcana , Occult , Nature , Religion , Society , or a Lore skill.","source":["Secrets of Magic"],"trigger":"You succeed at a Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=820","weakness":{},"name":"envision","actions_number":0,"id":"action-820","text":" Activate Free Action envision; Trigger You succeed at a Strike with the affixed weapon; Requirements You're an expert in Arcana, Occult, Nature, Religion, Society, or a Lore skill.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-820"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're undetected by a creature and are a master in Stealth .","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=821","weakness":{},"name":"Interact","actions_number":2,"id":"action-821","text":" Activate Single Action Interact; Requirements You're undetected by a creature and are a master in Stealth.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-821"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master in Performance.","source":["Secrets of Magic"],"trigger":"You attempt a Performance check, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=822","weakness":{},"name":"envision","actions_number":0,"id":"action-822","text":" Activate Free Action envision; Trigger You attempt a Performance check, but you haven't rolled yet; Requirements You're a master in Performance.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-822"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a free hand.","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=823","weakness":{},"name":"command","actions_number":0,"id":"action-823","text":" Activate Free Action command; Requirements You have a free hand.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-823"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Acrobatics .","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=824","weakness":{},"name":"Interact","actions_number":2,"id":"action-824","text":" Activate Single Action Interact; Requirements You're an expert in Acrobatics.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-824"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in the affixed armor and an expert in Reflex saves.","source":["Secrets of Magic"],"trigger":"You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=825","weakness":{},"name":"envision","actions_number":1,"id":"action-825","text":" Activate Reaction envision; Trigger You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you; Requirements You're an expert in the affixed armor and an expert in Reflex saves.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-825"},{"skill_mod":{},"summary":"You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade with a DC of 25.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The anointed waterskin is full","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=826","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-826","text":" Activate Two Actions command, Interact; Requirements The anointed waterskin is full; Effect You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade with a DC of 25.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-826"},{"skill_mod":{},"summary":"You drink the water within the waterskin, granting you the effects of bless . As normal with the spell, you can increase the radius with a single …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The anointed waterskin is full","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=827","weakness":{},"name":"Interact","actions_number":2,"id":"action-827","text":" Activate Single Action Interact; Requirements The anointed waterskin is full; Effect You drink the water within the waterskin, granting you the effects of bless . As normal with the spell, you can increase the radius with a single action with the concentrate trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-827"},{"skill_mod":{},"summary":"You decant the water, creating up to 10 vials of holy water . You must provide the vials.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The anointed waterskin is full","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=828","weakness":{},"name":"1 minute (command, Interact)","id":"action-828","text":" Activate 1 minute (command, Interact); Requirements The anointed waterskin is full; Effect You decant the water, creating up to 10 vials of holy water . You must provide the vials.","category":"action","rarity":"common","slug":"action-828"},{"skill_mod":{},"summary":"Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either true seeing or a 3rd-level comprehend …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=829","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-829","text":" Activate Single Action command, Interact; Frequency once per hour; Effect Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either true seeing or a 3rd-level comprehend language on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language ). The spell lasts for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-829"},{"skill_mod":{},"summary":"The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You Cast a divination spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=830","frequency":"once every 10 minutes","weakness":{},"name":"command (divination, magical)","actions_number":0,"id":"action-830","text":" Activate Free Action command (divination, magical) Frequency once every 10 minutes; Trigger You Cast a divination spell; Effect The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it. This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM.","category":"action","actions":"Free Action","rarity":"common","slug":"action-830"},{"skill_mod":{},"summary":"You draw magical energy from one of the gems. Roll 1d4. Until the start of your next turn, the weapon gains the corresponding rune: 1— corrosive , …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=831","frequency":"once per round","weakness":{},"name":"Interact","actions_number":0,"id":"action-831","text":" Activate Free Action Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4. Until the start of your next turn, the weapon gains the corresponding rune: 1— corrosive , 2— flaming , 3— frost , or 4— shock .","category":"action","actions":"Free Action","rarity":"common","slug":"action-831"},{"skill_mod":{},"summary":"You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The blade has an energy rune from the first activation","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=832","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-832","text":" Activate Two Actions command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive , fireball for flaming , cone of cold for frost , or lightning bolt for shock , with a DC of 30 and spell attack bonus of +20.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-832"},{"skill_mod":{},"summary":"You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=833","weakness":{},"name":"command (light)","actions_number":2,"id":"action-833","text":" Activate Single Action command (light) Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-833"},{"skill_mod":{},"summary":"One of the burrs catches on the Strike's target, inflicting 1d10 persistent bleed damage .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was a successful Strike with the burrs","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=834","weakness":{},"name":"Interact","actions_number":2,"id":"action-834","text":" Activate Single Action Interact; Requirements Your previous action was a successful Strike with the burrs; Effect One of the burrs catches on the Strike's target, inflicting 1d10 persistent bleed damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-834"},{"skill_mod":{},"summary":"You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=835","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-835","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-835"},{"skill_mod":{},"summary":"You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=836","weakness":{},"name":"(envision, Interact)","actions_number":2,"id":"action-836","text":" Activate Single Action or more Actions (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast.","category":"action","actions":"Single Action or more Actions","rarity":"common","slug":"action-836"},{"skill_mod":{},"summary":"The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=837","weakness":{},"name":"command","actions_number":2,"id":"action-837","text":" Activate Single Action command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word.","category":"action","actions":"Single Action","rarity":"common","slug":"action-837"},{"skill_mod":{},"summary":"You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=838","weakness":{},"name":"Interact","actions_number":2,"id":"action-838","text":" Activate Single Action Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text.","category":"action","actions":"Single Action","rarity":"common","slug":"action-838"},{"skill_mod":{},"summary":"Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=839","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-839","text":" Activate Single Action envision; Frequency once per day; Effect Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest.","category":"action","actions":"Single Action","rarity":"common","slug":"action-839"},{"skill_mod":{},"summary":"You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The club has no charges","source":["Secrets of Magic"],"trigger":"You Cast a Spell from a spell slot, and the spell has the acid , cold , electricity , fire , or sonic trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=840","weakness":{},"name":"envision","actions_number":1,"id":"action-840","text":" Activate Reaction envision; Trigger You Cast a Spell from a spell slot, and the spell has the acid, cold, electricity, fire, or sonic trait; Requirements The club has no charges; Effect You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored.","category":"action","actions":"Reaction","rarity":"common","slug":"action-840"},{"skill_mod":{},"summary":"You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes 1d6 damage per charge stored in the club, …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The club has at least 1 charge","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=841","weakness":{},"name":"command, envision (evocation, magical)","actions_number":4,"id":"action-841","text":" Activate Two Actions command, envision (evocation, magical) Requirements The club has at least 1 charge; Effect You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes 1d6 damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-841"},{"skill_mod":{},"summary":"You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=842","weakness":{},"name":"envision, Interact","actions_number":2,"id":"action-842","text":" Activate Single Action envision, Interact; Effect You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature , except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck.","category":"action","actions":"Single Action","rarity":"common","slug":"action-842"},{"skill_mod":{},"summary":"You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=843","weakness":{},"name":"envision, Interact","actions_number":2,"id":"action-843","text":" Activate Single Action envision, Interact; Effect You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion (Perception DC 20).","category":"action","actions":"Single Action","rarity":"common","slug":"action-843"},{"skill_mod":{},"summary":"You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=844","frequency":"once per day","weakness":{},"name":"Interact (healing, magical, necromancy, positive)","actions_number":4,"id":"action-844","text":" Activate Two Actions Interact (healing, magical, necromancy, positive) Frequency once per day; Effect You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-844"},{"skill_mod":{},"summary":"You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=845","weakness":{},"name":"Interact","actions_number":4,"id":"action-845","text":" Activate Two Actions Interact; Effect You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-845"},{"skill_mod":{},"summary":"If you share drinks from a flask of fellowship as part of your Make an Impression action, the drink that pours from the flask happens to be exactly …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=846","weakness":{},"name":"Make an Impression","id":"action-846","text":" Activate Make an Impression; Effect If you share drinks from a flask of fellowship as part of your Make an Impression action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your Diplomacy check. The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst.","category":"action","rarity":"common","slug":"action-846"},{"skill_mod":{},"summary":"You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=847","weakness":{},"name":"envision","actions_number":2,"id":"action-847","text":" Activate Single Action envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name.","category":"action","actions":"Single Action","rarity":"common","slug":"action-847"},{"skill_mod":{},"summary":"You make a thrown Strike with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=848","frequency":"once per hour","weakness":{},"name":"Interact (shadow, teleportation)","actions_number":4,"id":"action-848","text":" Activate Two Actions Interact (shadow, teleportation) Frequency once per hour; Effect You make a thrown Strike with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. You instantly teleport to a space adjacent to the target of your Strike, as dimension door , and then catch the dagger in your hand.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-848"},{"skill_mod":{},"summary":"Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You successfully Strike a creature with a thrown Strike with guiding star ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=849","frequency":"once per 10 minutes","weakness":{},"name":"envision","actions_number":1,"id":"action-849","text":" Activate Reaction envision; Frequency once per 10 minutes; Trigger You successfully Strike a creature with a thrown Strike with guiding star ; Effect Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune .","category":"action","actions":"Reaction","rarity":"common","slug":"action-849"},{"skill_mod":{},"summary":"You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=850","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-850","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions. The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you Dismiss the activation.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-850"},{"skill_mod":{},"summary":"You deal 1d10 negative damage to yourself. If your next action is to Strike with the scythe or to Cast a Spell with the disease or negative trait, …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=851","frequency":"once per round","weakness":{},"name":"command (divine, necromancy, negative)","actions_number":0,"id":"action-851","text":" Activate Free Action command (divine, necromancy, negative) Frequency once per round; Effect You deal 1d10 negative damage to yourself. If your next action is to Strike with the scythe or to Cast a Spell with the disease or negative trait, that Strike or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses).","category":"action","actions":"Free Action","rarity":"common","slug":"action-851"},{"skill_mod":{},"summary":"You Stride and turn partially invisible, becoming concealed until the end of your next turn or until you use a hostile action , whichever comes …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=852","frequency":"once per minute","weakness":{},"name":"envision","actions_number":4,"id":"action-852","text":" Activate Two Actions envision; Frequency once per minute; Effect You Stride and turn partially invisible, becoming concealed until the end of your next turn or until you use a hostile action, whichever comes first. As normal, you can use the concealment from this activation to Hide.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-852"},{"skill_mod":{},"summary":"You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=853","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-853","text":" Activate Single Action command, Interact; Effect You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar.","category":"action","actions":"Single Action","rarity":"common","slug":"action-853"},{"skill_mod":{},"summary":"You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=854","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-854","text":" Activate Two Actions command, Interact; Effect You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-854"},{"skill_mod":{},"summary":"You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You attempt a Deception, Diplomacy, Intimidation, or Performance check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=855","frequency":"once per day","weakness":{},"name":"envision (visual)","actions_number":0,"id":"action-855","text":" Activate Free Action envision (visual) Frequency once per day; Trigger You attempt a Deception, Diplomacy, Intimidation, or Performance check; Effect You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure . Depending on the skill used, the mirrored silver transforms into one of the following appearances. Deception A swirl of silver, which entirely obscures and conceals your normal features. Diplomacy A kind, gentle and inviting expression. Intimidation A monstrous visage that shocks viewers into paying attention. Performance A jovial humanoid face, the mouth cracked wide with a comedic smile or a tragic frown, depending on the nature of the performance. ","category":"action","actions":"Free Action","rarity":"common","slug":"action-855"},{"skill_mod":{},"summary":"You slip around the attacking creature with ease. You Step, without moving away from the triggering enemy, and then make a melee Strike against the …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"An enemy misses you with a melee Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=856","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":1,"id":"action-856","text":" Activate Reaction Interact; Frequency once per hour; Trigger An enemy misses you with a melee Strike; Effect You slip around the attacking creature with ease. You Step, without moving away from the triggering enemy, and then make a melee Strike against the triggering enemy if it's within reach. If you do make a Strike, the target attempts a DC 38 Perception check before you roll. Failure This creature is flat-footed against the Strike. Critical Failure This creature is flat-footed against all your attacks until the end of their next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-856"},{"skill_mod":{},"summary":"The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=857","frequency":"once per day","weakness":{},"name":"command, envision (conjuration, teleportation)","actions_number":4,"id":"action-857","text":" Activate Two Actions command, envision (conjuration, teleportation) Frequency once per day; Effect The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee Strike against a creature within reach, if there is one.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-857"},{"skill_mod":{},"summary":"Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"Your spell deals cold damage to a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=858","frequency":"once per 1 minute","weakness":{},"name":"command (cold, evocation, magical)","actions_number":0,"id":"action-858","text":" Activate Free Action command (cold, evocation, magical) Frequency once per 1 minute; Trigger Your spell deals cold damage to a creature; Effect Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round.","category":"action","actions":"Free Action","rarity":"common","slug":"action-858"},{"skill_mod":{},"summary":"The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You successfully Strike with the flail while activating its extending rune","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=859","frequency":"once per hour","weakness":{},"name":"command","actions_number":1,"id":"action-859","text":" Activate Reaction command; Frequency once per hour; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail.","category":"action","actions":"Reaction","rarity":"common","slug":"action-859"},{"skill_mod":{},"summary":"You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=860","weakness":{},"name":"Interact","actions_number":6,"id":"action-860","text":" Activate Three Actions Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-860"},{"skill_mod":{},"summary":"The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take 10d6 force damage with a DC 43 basic …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your armor has absorbed at least 30 damage","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=861","weakness":{},"name":"Interact","actions_number":2,"id":"action-861","text":" Activate Single Action Interact; Requirements Your armor has absorbed at least 30 damage; Effect The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take 10d6 force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall prone. The armor's absorbed damage resets to 0.","category":"action","actions":"Single Action","rarity":"common","slug":"action-861"},{"skill_mod":{},"summary":"You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=862","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-862","text":" Activate Two Actions command, Interact; Effect You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn. Jade (healing, positive) Speak “purity” to produce a wave of green light that ends any sickened condition and any ongoing poison damage affecting creatures in the emanation. Turquoise Speak “clarity” to grant all affected a +2 status bonus to their next Will save for 1 minute. Quartz (healing, positive) Speak “lenity” to have each creature regain 30 Hit Points. Amethyst (divination, light, revelation) Speak “verity” to emit a magical trail of light from the lash that reveals the location of each creature in the emanation. For 1 round, if they would be invisible, they become concealed instead, and if they would be undetected or unnoticed by a creature, they're hidden instead. A creature can attempt a DC 43 Stealth check to avoid the lash's detection. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-862"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=863","weakness":{},"name":"command (metamagic)","actions_number":0,"id":"action-863","text":" Activate Free Action command (metamagic) Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them.","category":"action","actions":"Free Action","rarity":"common","slug":"action-863"},{"skill_mod":{},"summary":"You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=864","frequency":"once per hour","weakness":{},"name":"command (auditory)","actions_number":4,"id":"action-864","text":" Activate Two Actions command (auditory) Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute. Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-864"},{"skill_mod":{},"summary":"You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=865","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-865","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-865"},{"skill_mod":{},"summary":"You gain a +10-foot status bonus to your Speed until the end of your next turn.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"Your spell deals fire damage to a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=866","weakness":{},"name":"command (evocation, fire, magical)","actions_number":0,"id":"action-866","text":" Activate Free Action command (evocation, fire, magical) Trigger Your spell deals fire damage to a creature; Effect You gain a +10-foot status bonus to your Speed until the end of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-866"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=867","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-867","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-867"},{"skill_mod":{},"summary":"You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=868","weakness":{},"name":"Interact","actions_number":2,"id":"action-868","text":" Activate Single Action Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield.","category":"action","actions":"Single Action","rarity":"common","slug":"action-868"},{"skill_mod":{},"summary":"Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=869","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-869","text":" Activate Two Actions envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-869"},{"skill_mod":{},"summary":"The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=870","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-870","text":" Activate Single Action Interact; Frequency once per day; Effect The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to Interact to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a Disarm check. You can't place weapons back into the thesis until the minute elapses.","category":"action","actions":"Single Action","rarity":"common","slug":"action-870"},{"skill_mod":{},"summary":"You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have two hands free","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=871","frequency":"once per day","weakness":{},"name":"Interact (sonic)","actions_number":2,"id":"action-871","text":" Activate Single Action Interact (sonic) Frequency once per day; Requirements You have two hands free; Effect You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-871"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You would take physical damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=872","weakness":{},"name":"envision","actions_number":1,"id":"action-872","text":" Activate Reaction envision; Trigger You would take physical damage; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-872"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You attempt a Performance check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=873","weakness":{},"name":"envision","actions_number":1,"id":"action-873","text":" Activate Reaction envision; Trigger You attempt a Performance check; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-873"},{"skill_mod":{},"summary":"You shake the bag to produce a single cat. You cast a 3rd-level summon animal to produce a leopard .","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=882","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":4,"id":"action-882","text":" Activate Two Actions Interact; Frequency once per day; Effect You shake the bag to produce a single cat. You cast a 3rd-level summon animal to produce a leopard.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-882"},{"skill_mod":{},"summary":"You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. You gain the effects of 3rd-level …","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=883","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision, Interact","actions_number":4,"id":"action-883","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. You gain the effects of 3rd-level animal form but must use the cat battle form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-883"},{"skill_mod":{},"summary":"You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast shield other targeting the ally. The link remains …","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=884","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision, Interact","actions_number":4,"id":"action-884","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-884"},{"skill_mod":{},"summary":"You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing 6d6 fire damage (DC 23 basic Reflex …","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=885","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision, Interact","actions_number":4,"id":"action-885","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing 6d6 fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-885"},{"skill_mod":{},"summary":"You gesture at a square within 40 feet with Habu's Cudgel . The club causes a frightful wail to unleash from that square and casts fear (DC 24 …","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=886","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":4,"id":"action-886","text":" Activate Two Actions Interact; Frequency once per day; Effect You gesture at a square within 40 feet with Habu's Cudgel . The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-886"},{"skill_mod":{},"summary":"You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item …","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=887","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"command, envision","actions_number":4,"id":"action-887","text":" Activate Two Actions command, envision; Frequency once per day; Effect You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to Stealth checks and Intimidation checks to Demoralize, but take a –2 penalty to Diplomacy and Society checks. This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-887"},{"skill_mod":{},"summary":"The dagger casts a 4th-level dispel magic targeting the most powerful spell effect affecting the creature you critically hit. The counteract …","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"trigger":"You critically hit with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=888","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":1,"id":"action-888","text":" Activate Reaction envision; Frequency once per day; Trigger You critically hit with the weapon; Effect The dagger casts a 4th-level dispel magic targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15.","category":"action","actions":"Reaction","rarity":"common","slug":"action-888"},{"skill_mod":{},"summary":"You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.","primary_source":"Pathfinder #170: Spoken on the Song Wind","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=889","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":4,"id":"action-889","text":" Activate Two Actions envision; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-889"},{"skill_mod":{},"summary":"You breathe out a cone or line of energy. You deal 2d6 damage for every 2 levels of the soul seed to all creatures in either a 30-foot cone or an …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=890","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-890","text":" Activate Two Actions command, envision; Frequency once per day; Effect You breathe out a cone or line of energy. You deal 2d6 damage for every 2 levels of the soul seed to all creatures in either a 30-foot cone or an 80-foot line, with a basic Reflex save. The shape is whichever is appropriate for the soul seed's draconic origin, as is the damage type. This ability has the trait matching the damage type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-890"},{"skill_mod":{},"summary":"Ghostly images of draconic claws form around your hands and linger in the air when you attack. For 1 minute, when you make a successful unarmed …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=891","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-891","text":" Activate Single Action command; Frequency once per hour; Effect Ghostly images of draconic claws form around your hands and linger in the air when you attack. For 1 minute, when you make a successful unarmed melee Strike, you deal an additional 1d6 slashing damage. At 11th level, you can use the ability once per 10 minutes instead of once per hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-891"},{"skill_mod":{},"summary":"You laugh at fate and revel in your draconic arrogance. If you roll a critical success on the saving throw, you can attempt to Demoralize the …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"You're about to roll a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=892","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-892","text":" Activate Reaction command; Frequency once per day; Trigger You're about to roll a saving throw; Effect You laugh at fate and revel in your draconic arrogance. If you roll a critical success on the saving throw, you can attempt to Demoralize the creature that created the effect that forced you to roll the saving throw (if any). If you roll a success, you critically succeed instead. If you roll a failure (but not a critical failure), you succeed instead. If you roll a critical failure, however, you're forced to face your own hubris and become frightened 2.","category":"action","actions":"Reaction","rarity":"common","slug":"action-892"},{"skill_mod":{},"summary":"Ghostly draconic wings grant you a fly Speed equal to your Speed or 20 feet, whichever is greater. This lasts for 10 minutes or until you Dismiss the …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=893","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-893","text":" Activate Two Actions command, envision; Frequency once per day; Effect Ghostly draconic wings grant you a fly Speed equal to your Speed or 20 feet, whichever is greater. This lasts for 10 minutes or until you Dismiss the effect. At 17th level, you can Activate and Dismiss the ability as often as you want, and it has unlimited duration.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-893"},{"skill_mod":{},"summary":"The soul seed casts 8th-level dragon form targeting you; you must take the dragon form corresponding to the soul seed's draconic origin.","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=894","frequency":"once per hour","weakness":{},"name":"command, envision","actions_number":4,"id":"action-894","text":" Activate Two Actions command, envision; Frequency once per hour; Effect The soul seed casts 8th-level dragon form targeting you; you must take the dragon form corresponding to the soul seed's draconic origin.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-894"},{"skill_mod":{},"summary":"You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"an ally within 30 feet takes damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=895","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-895","text":" Activate Reaction envision; Frequency once per day; Trigger an ally within 30 feet takes damage; Effect You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any additional effects associated with the transferred damage, such as poison on the blade, conditions, or persistent fire damage from a critical hit with a flaming rune.","category":"action","actions":"Reaction","rarity":"common","slug":"action-895"},{"skill_mod":{},"summary":"A blast of force envelops a creature of your choosing within 30 feet. This blast deals 1d6 force damage, with a basic Fortitude save. The damage …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=896","weakness":{},"name":"command, envision","actions_number":4,"id":"action-896","text":" Activate Two Actions command, envision; Effect A blast of force envelops a creature of your choosing within 30 feet. This blast deals 1d6 force damage, with a basic Fortitude save. The damage increases by 1d6 at 3rd level and every 2 levels thereafter.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-896"},{"skill_mod":{},"summary":"You bind loose souls, briefly animating an undead creature. The soul seed casts animate dead at a level equal to half the soul seed's level …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=897","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":6,"id":"action-897","text":" Activate Three Actions command, envision; Frequency once per day; Effect You bind loose souls, briefly animating an undead creature. The soul seed casts animate dead at a level equal to half the soul seed's level rounded up. You can Sustain this Activation as you would the spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-897"},{"skill_mod":{},"summary":"You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=898","frequency":"once per day","weakness":{},"name":"1 minute (command, envision)","id":"action-898","text":" Activate 1 minute (command, envision); Frequency once per day; Effect You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The target's soul is bolstered against further curses, and they gain a +2 status bonus to saving throws against curses for 1 hour.","category":"action","rarity":"common","slug":"action-898"},{"skill_mod":{},"summary":"You blink between the realm of mortals and the Ethereal Plane . This grants you the effects of blink , except the resistance is equal to the soul …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=899","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-899","text":" Activate Two Actions command, envision; Frequency once per day; Effect You blink between the realm of mortals and the Ethereal Plane. This grants you the effects of blink , except the resistance is equal to the soul seed's level instead of 5.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-899"},{"skill_mod":{},"summary":"You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of divine inspiration .","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=900","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-900","text":" Activate Single Action envision; Frequency once per day; Effect You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of divine inspiration .","category":"action","actions":"Single Action","rarity":"common","slug":"action-900"},{"skill_mod":{},"summary":"Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=901","frequency":"once per round","weakness":{},"name":"Overdrive","legacy_id":["action-3655"],"trait":["Inventor","Manipulate"],"actions_number":2,"id":"action-901","text":" Overdrive Single Action Source Guns & Gears (Remastered) pg. 16 Frequency once per round --- Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage for 1 minute. Critical Failure Whoops! Something explodes. You take fire damage equal to half your level (rounded up), and you can’t use Overdrive again for 1d4 rounds as your gizmos reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.","category":"action","actions":"Single Action","rarity":"common","slug":"action-901"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=902","weakness":{},"name":"Explode","legacy_id":["action-3666"],"trait":["Fire","Inventor","Manipulate","Unstable"],"actions_number":4,"id":"action-902","text":" Explode Two Actions Source Guns & Gears (Remastered) pg. 19 --- You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.","category":"action","actions":"Two Actions","element":["Fire"],"rarity":"common","slug":"action-902"},{"skill_mod":{},"summary":"You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=903","weakness":{},"name":"Automaton Aim","legacy_id":["action-3657"],"actions_number":2,"id":"action-903","text":" Automaton Aim Single Action Source Guns & Gears (Remastered) pg. 36 --- You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-903"},{"skill_mod":{},"summary":"Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"A critical hit deals physical damage to you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=904","weakness":{},"name":"Chassis Deflection","legacy_id":["action-3658"],"actions_number":1,"id":"action-904","text":" Chassis Deflection Reaction Source Guns & Gears (Remastered) pg. 40 Trigger A critical hit deals physical damage to you --- Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-904"},{"skill_mod":{},"summary":"Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You attempt a saving throw against a harmful magical effect but haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=905","weakness":{},"name":"Resist Magic","legacy_id":["action-3659"],"actions_number":1,"id":"action-905","text":" Resist Magic Reaction Source Guns & Gears (Remastered) pg. 41 Trigger You attempt a saving throw against a harmful magical effect but haven't rolled yet. --- Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if you roll a success, you get a critical success instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-905"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=906","weakness":{},"name":"Reloading Strike","legacy_id":["action-3674"],"trait":["Gunslinger"],"actions_number":2,"id":"action-906","text":" Reloading Strike Single Action Source Guns & Gears (Remastered) pg. 108 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 and this reload doesn't trigger reactions.","category":"action","actions":"Single Action","rarity":"common","slug":"action-906"},{"skill_mod":{},"summary":"You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=907","weakness":{},"name":"Into the Fray","legacy_id":["action-3675"],"trait":["Gunslinger"],"actions_number":0,"id":"action-907","text":" Into the Fray Free Action Source Guns & Gears (Remastered) pg. 108 Trigger You roll initiative. --- You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.","category":"action","actions":"Free Action","rarity":"common","slug":"action-907"},{"skill_mod":{},"summary":"Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=908","weakness":{},"name":"Finish the Job","legacy_id":["action-3676"],"trait":["Gunslinger"],"actions_number":2,"id":"action-908","text":" Finish the Job Single Action Source Guns & Gears (Remastered) pg. 108 Requirements On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty. --- Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This Strike uses the same multiple attack penalty as the Strike that failed on the last action. Afterward, increase your multiple attack penalty normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-908"},{"skill_mod":{},"summary":"You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=909","weakness":{},"name":"Drifter's Wake","legacy_id":["action-3677"],"trait":["Gunslinger"],"actions_number":6,"id":"action-909","text":" Drifter's Wake Three Actions Source Guns & Gears (Remastered) pg. 109 --- You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-909"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=910","weakness":{},"name":"Raconteur's Reload","legacy_id":["action-3679"],"trait":["Gunslinger"],"actions_number":2,"id":"action-910","text":" Raconteur's Reload Single Action Source Guns & Gears (Remastered) pg. 109 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-910"},{"skill_mod":{},"summary":"You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=911","weakness":{},"name":"Ten Paces","legacy_id":["action-3680"],"trait":["Gunslinger"],"actions_number":0,"id":"action-911","text":" Ten Paces Free Action Source Guns & Gears (Remastered) pg. 109 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-911"},{"legacy_name":["Pistolero's Retort"],"skill_mod":{},"summary":"You punish your foe's failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one-handed crossbow.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a one-handed firearm or one-handed crossbow.","source":["Guns & Gears (Remastered)"],"trigger":"A foe within the first range increment of the one-handed firearm or one-handed crossbow you're wielding critically fails an attack roll against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=912","weakness":{},"name":"Pistoler's Retort","legacy_id":["action-3681"],"trait":["Gunslinger"],"actions_number":1,"id":"action-912","text":" Pistoler's Retort Reaction Source Guns & Gears (Remastered) pg. 109 Trigger A foe within the first range increment of the one-handed firearm or one-handed crossbow you're wielding critically fails an attack roll against you. Requirements You're wielding a one-handed firearm or one-handed crossbow. --- You punish your foe's failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one-handed crossbow.","category":"action","actions":"Reaction","rarity":"common","slug":"action-912"},{"skill_mod":{},"summary":"You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a Deception or Intimidation …","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a one-handed firearm or one-handed crossbow visibly worn or wielded.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=913","weakness":{},"name":"Grim Swagger","legacy_id":["action-3682"],"trait":["Auditory","Emotion","Fear","Gunslinger","Linguistic","Mental"],"actions_number":4,"id":"action-913","text":" Grim Swagger Two Actions Source Guns & Gears (Remastered) pg. 109 Requirements You have a one-handed firearm or one-handed crossbow visibly worn or wielded. --- You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a Deception or Intimidation check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes. For example, if you attempt a Deception check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an Intimidation check, you promise everyone in the room that you're going to be the last thing they see. Critical Success The creature becomes frightened 3. If it's lower level than you, it's also fleeing for 1 round. Success The creature becomes frightened 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-913"},{"skill_mod":{},"summary":"You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide , then …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=914","weakness":{},"name":"Covered Reload","legacy_id":["action-3683"],"trait":["Gunslinger"],"actions_number":2,"id":"action-914","text":" Covered Reload Single Action Source Guns & Gears (Remastered) pg. 109 --- You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-914"},{"skill_mod":{},"summary":"Your first shot is the deadliest. Interact to draw a firearm or crossbow. Your first successful Strike with that weapon during this encounter deals …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll Stealth for initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=915","weakness":{},"name":"One Shot, One Kill","legacy_id":["action-3684"],"trait":["Gunslinger"],"actions_number":0,"id":"action-915","text":" One Shot, One Kill Free Action Source Guns & Gears (Remastered) pg. 110 Trigger You roll Stealth for initiative. --- Your first shot is the deadliest. Interact to draw a firearm or crossbow. Your first successful Strike with that weapon during this encounter deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.","category":"action","actions":"Free Action","rarity":"common","slug":"action-915"},{"skill_mod":{},"summary":"Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged Strike. If the target is flat-footed , the Strike …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=916","weakness":{},"name":"Vital Shot","legacy_id":["action-3685"],"trait":["Gunslinger"],"actions_number":4,"id":"action-916","text":" Vital Shot Two Actions Source Guns & Gears (Remastered) pg. 110 --- Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged Strike. If the target is flat-footed, the Strike deals an extra die of weapon damage, and the foe takes persistent bleed damage equal to the amount of precision damage from your One Shot, One Kill.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-916"},{"skill_mod":{},"summary":"Make a firearm or crossbow Strike. If you’re hidden from or undetected by the target, the Strike adds the additional precision damage from …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=917","weakness":{},"name":"Ghost Shot","legacy_id":["action-3686"],"trait":["Flourish","Gunslinger"],"actions_number":2,"id":"action-917","text":" Ghost Shot Single Action Source Guns & Gears (Remastered) pg. 110 --- Make a firearm or crossbow Strike. If you’re hidden from or undetected by the target, the Strike adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the Strike, the effects aren’t cumulative. If you were undetected or unnoticed by any creatures, you’re now hidden from them instead, or undetected if the shot was made with a silencer.","category":"action","actions":"Single Action","rarity":"common","slug":"action-917"},{"skill_mod":{},"summary":"You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a two-handed firearm or two-handed crossbow.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=918","weakness":{},"name":"Clear a Path","legacy_id":["action-3687"],"trait":["Gunslinger"],"actions_number":2,"id":"action-918","text":" Clear a Path Single Action Source Guns & Gears (Remastered) pg. 110 Requirements You're wielding a two-handed firearm or two-handed crossbow. --- You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the Athletics check. If your last action or activity included a ranged Strike with the weapon, use the same multiple attack penalty as the last Strike you attempted with the weapon for the Shove; the Shove still counts toward your multiple attack penalty on further attacks as normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-918"},{"skill_mod":{},"summary":"You posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=919","weakness":{},"name":"Living Fortification","legacy_id":["action-3688"],"trait":["Gunslinger"],"actions_number":0,"id":"action-919","text":" Living Fortification Free Action Source Guns & Gears (Remastered) pg. 110 Trigger You roll initiative. --- You posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that weapon defensively, as the parry trait, gaining a +1 circumstance bonus to AC until the end of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.","category":"action","actions":"Free Action","rarity":"common","slug":"action-919"},{"skill_mod":{},"summary":"You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take 4d6 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or loaded crossbow.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=920","weakness":{},"name":"Spinning Crush","legacy_id":["action-3689"],"trait":["Gunslinger"],"actions_number":6,"id":"action-920","text":" Spinning Crush Three Actions Source Guns & Gears (Remastered) pg. 110 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 4d6 bludgeoning damage plus your Strength modifier; this increases to 6d6 if your firearm has a striking rune, 8d6 if it has a greater striking rune, and 10d6 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 10 feet directly away from you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-920"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow.\r\n","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=921","weakness":{},"name":"Siegebreaker","legacy_id":["action-3690"],"trait":["Gunslinger"],"actions_number":4,"id":"action-921","text":" Siegebreaker Two Actions Source Guns & Gears (Remastered) pg. 110 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-921"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=922","weakness":{},"name":"Thoughtful Reload","legacy_id":["action-3691"],"trait":["Gunslinger"],"actions_number":2,"id":"action-922","text":" Thoughtful Reload Single Action Source Guns & Gears (Remastered) pg. 140 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-922"},{"skill_mod":{},"summary":"You unleash a small surge of magical energy into your weapon, granting it the ability to deal energy damage to your foes to exploit their weaknesses. …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=923","weakness":{},"name":"Energy Shot","legacy_id":["action-3692"],"trait":["Magical","Spellshot"],"actions_number":0,"id":"action-923","text":" Energy Shot Free Action Source Guns & Gears (Remastered) pg. 140 Trigger You roll initiative. --- You unleash a small surge of magical energy into your weapon, granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a crossbow or firearm. On your first three Strikes of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire, or electricity damage per weapon damage die. You choose which damage type to deal as part of making each Strike.","category":"action","actions":"Free Action","rarity":"common","slug":"action-923"},{"skill_mod":{},"summary":"You create a bond to your ammunition, calling your missed shot back. The ammunition you just fired is reloaded back into your weapon. If the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You miss with a firearm or crossbow Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=924","weakness":{},"name":"Recall Ammunition","legacy_id":["action-3694"],"trait":["Magical","Spellshot","Teleportation"],"actions_number":1,"id":"action-924","text":" Recall Ammunition Reaction Source Guns & Gears (Remastered) pg. 140 Trigger You miss with a firearm or crossbow Strike. --- You create a bond to your ammunition, calling your missed shot back. The ammunition you just fired is reloaded back into your weapon. If the ammunition was a piece of magical or alchemical ammunition that normally requires one or more actions to activate, you must re-activate it before firing again.","category":"action","actions":"Reaction","rarity":"common","slug":"action-924"},{"skill_mod":{},"summary":"You imprint a bullet with a field of disruptive energy built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=925","weakness":{},"name":"Dispelling Bullet","legacy_id":["action-3695"],"trait":["Magical","Spellshot"],"actions_number":4,"id":"action-925","text":" Dispelling Bullet Two Actions Source Guns & Gears (Remastered) pg. 140 --- You imprint a bullet with a field of disruptive energy built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow Strike against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don’t choose). Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-925"},{"skill_mod":{},"summary":"You execute a creature restrained beneath the blade. The creature you execute takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save …","primary_source":"Night of the Gray Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Night of the Gray Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=926","weakness":{},"source_group":["Night of the Gray Death"],"primary_source_group":"Night of the Gray Death","name":"1 minute (Interact)","id":"action-926","text":" Activate 1 minute (Interact); Effect You execute a creature restrained beneath the blade. The creature you execute takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe. The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life, not even by miracle or similar magic. A final blade can hold any number of souls in this way, and a sufficient number of captured souls forms a monster called a gray death.","category":"action","rarity":"common","slug":"action-926"},{"skill_mod":{},"summary":"You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance …","primary_source":"Night of the Gray Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Night of the Gray Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=927","weakness":{},"source_group":["Night of the Gray Death"],"primary_source_group":"Night of the Gray Death","name":"Interact","actions_number":6,"id":"action-927","text":" Activate Three Actions Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-927"},{"skill_mod":{},"summary":"You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the …","primary_source":"Night of the Gray Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Night of the Gray Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=928","weakness":{},"source_group":["Night of the Gray Death"],"primary_source_group":"Night of the Gray Death","name":"Interact","actions_number":2,"id":"action-928","text":" Activate Single Action Interact; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two.","category":"action","actions":"Single Action","rarity":"common","slug":"action-928"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=929","weakness":{},"name":"manipulate","actions_number":0,"id":"action-929","text":" Activate Free Action manipulate Trigger You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-929"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding the affixed firearm.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=930","weakness":{},"name":"concentrate","actions_number":0,"id":"action-930","text":" Activate Free Action concentrate Requirements You're wielding the affixed firearm.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-930"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Intimidation .","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=931","weakness":{},"name":"concentrate","actions_number":2,"id":"action-931","text":" Activate Single Action concentrate Requirements You're trained in Intimidation.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-931"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in use of the affixed firearm or crossbow.","source":["Guns & Gears (Remastered)"],"trigger":"You attempt an attack roll with the affixed firearm or crossbow","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=932","weakness":{},"name":"concentrate","actions_number":0,"id":"action-932","text":" Activate Free Action concentrate Trigger You attempt an attack roll with the affixed firearm or crossbow; Requirements You're trained in use of the affixed firearm or crossbow.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-932"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You attempt a ranged Strike with the affixed weapon while hidden or undetected .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=933","weakness":{},"name":"concentrate","actions_number":0,"id":"action-933","text":" Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon while hidden or undetected.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-933"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert with the affixed firearm or crossbow and an expert in Perception.","source":["Guns & Gears (Remastered)"],"trigger":"You attempt a Strike with the affixed firearm or crossbow against an enemy that's concealed or hidden to you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=934","weakness":{},"name":"concentrate","actions_number":0,"id":"action-934","text":" Activate Free Action concentrate Trigger You attempt a Strike with the affixed firearm or crossbow against an enemy that's concealed or hidden to you; Requirements You're an expert with the affixed firearm or crossbow and an expert in Perception.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-934"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You're critically hit by a firearm attack.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=935","weakness":{},"name":"concentrate","actions_number":0,"id":"action-935","text":" Activate Free Action concentrate Trigger You're critically hit by a firearm attack.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-935"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was an Interact action to stow the affixed firearm or crossbow.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=936","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-936","text":" Activate Single Action (concentrate, manipulate) Requirements Your last action was an Interact action to stow the affixed firearm or crossbow.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-936"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=937","weakness":{},"name":"concentrate","actions_number":0,"id":"action-937","text":" Activate Free Action concentrate Trigger You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-937"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Intimidation and the affixed weapon is loaded.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=938","weakness":{},"name":"concentrate","actions_number":2,"id":"action-938","text":" Activate Single Action concentrate Requirements You're an expert in Intimidation and the affixed weapon is loaded.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-938"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master with the affixed weapon.","source":["Guns & Gears (Remastered)"],"trigger":"You attempt a ranged Strike with the affixed weapon before rolling","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=939","weakness":{},"name":"concentrate","actions_number":0,"id":"action-939","text":" Activate Free Action concentrate Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-939"},{"skill_mod":{},"primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=940","weakness":{},"name":"concentrate","actions_number":2,"id":"action-940","text":" Activate Single Action concentrate ","category":"action","actions":"Single Action","rarity":"common","slug":"action-940"},{"skill_mod":{},"summary":"You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=941","frequency":"once per hour","weakness":{},"name":"manipulate","actions_number":6,"id":"action-941","text":" Activate Three Actions manipulate Frequency once per hour; Effect You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27).","category":"action","actions":"Three Actions","rarity":"common","slug":"action-941"},{"skill_mod":{},"summary":"implant the coil into a corpse. The coil casts talking corpse on the body.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=942","frequency":"once per day","weakness":{},"name":"(10 minutes) manipulate","id":"action-942","text":" Activate (10 minutes) manipulate Frequency once per day; Effect implant the coil into a corpse. The coil casts talking corpse on the body.","category":"action","rarity":"common","slug":"action-942"},{"skill_mod":{},"summary":"You apply the violet ray to an adjacent creature and attempt to counteract the blinded , clumsy , confused , deafened , drained , enfeebled , …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=943","frequency":"once per day","weakness":{},"name":"manipulate","actions_number":6,"id":"action-943","text":" Activate Three Actions manipulate Frequency once per day; Effect You apply the violet ray to an adjacent creature and attempt to counteract the blinded, clumsy, confused, deafened, drained, enfeebled, sickened, or stupefied condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-943"},{"skill_mod":{},"summary":"Transform the clockwork disguise into any one current preset configuration of the user's choice.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=944","weakness":{},"name":"manipulate","actions_number":2,"id":"action-944","text":" Activate Single Action manipulate Effect Transform the clockwork disguise into any one current preset configuration of the user's choice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-944"},{"skill_mod":{},"summary":"The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=945","weakness":{},"name":"manipulate","actions_number":2,"id":"action-945","text":" Activate Single Action manipulate Effect The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty. However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement.","category":"action","actions":"Single Action","rarity":"common","slug":"action-945"},{"skill_mod":{},"summary":"You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The holy steam ball is filled with evaporated holy water and incense smoke","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=946","weakness":{},"name":"manipulate","actions_number":2,"id":"action-946","text":" Activate Single Action manipulate Requirements The holy steam ball is filled with evaporated holy water and incense smoke; Effect You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against possession effects from fiend and undead and effects from fiends and undead that cause the controlled condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-946"},{"skill_mod":{},"summary":"You turn the steamflight pack on or off.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=947","weakness":{},"name":"manipulate","actions_number":4,"id":"action-947","text":" Activate Two Actions manipulate Effect You turn the steamflight pack on or off.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-947"},{"skill_mod":{},"summary":"You activate the wheelchair's springs to make hopping leaps. For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=948","frequency":"once per hour","weakness":{},"name":"manipulate","actions_number":2,"id":"action-948","text":" Activate Single Action manipulate Frequency once per hour; Effect You activate the wheelchair's springs to make hopping leaps. For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-948"},{"skill_mod":{},"summary":"You activate the wheelchair's tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=949","frequency":"once per minute","weakness":{},"name":"manipulate","actions_number":2,"id":"action-949","text":" Activate Single Action manipulate Frequency once per minute; Effect You activate the wheelchair's tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-949"},{"skill_mod":{},"summary":"The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=950","frequency":"once per minute","weakness":{},"name":"manipulate","actions_number":2,"id":"action-950","text":" Activate Single Action manipulate Frequency once per minute; Effect The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location.","category":"action","actions":"Single Action","rarity":"common","slug":"action-950"},{"skill_mod":{},"summary":"You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=951","frequency":"once per hour","weakness":{},"name":"manipulate","actions_number":6,"id":"action-951","text":" Activate Three Actions manipulate Frequency once per hour; Effect You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-951"},{"skill_mod":{},"summary":"You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=952","frequency":"once per hour","weakness":{},"name":"manipulate","actions_number":4,"id":"action-952","text":" Activate Two Actions manipulate Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-952"},{"skill_mod":{},"summary":"You release the majority of the stored up energy from your storm chair , devastating foes in a chain of electricity. This has the effects of chain …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=953","frequency":"once per day","weakness":{},"name":"manipulate","actions_number":4,"id":"action-953","text":" Activate Two Actions manipulate Frequency once per day; Effect You release the majority of the stored up energy from your storm chair , devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-953"},{"skill_mod":{},"summary":"You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=954","frequency":"once per minute","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-954","text":" Activate—Breath Blast Two Actions (manipulate) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-954"},{"skill_mod":{},"summary":"You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle. As long as the Strike isn't a critical …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=955","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-955","text":" Activate—Drake Shot Three Actions manipulate Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle. As long as the Strike isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1. Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and off-guard for 1d4 rounds. Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls prone. Poison Noxious vapors fill the target's lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-955"},{"skill_mod":{},"summary":"Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=956","frequency":"once per minute","weakness":{},"name":"manipulate","actions_number":4,"id":"action-956","text":" Activate Two Actions manipulate Frequency once per minute; Effect Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes slowed 1 for 1 round, after which the growth withers and falls off.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-956"},{"skill_mod":{},"summary":"A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=957","frequency":"once per hour","weakness":{},"name":"(manipulate, visual)","actions_number":4,"id":"action-957","text":" Activate Two Actions (manipulate, visual) Frequency once per hour; Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-957"},{"skill_mod":{},"summary":"The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=958","frequency":"once per hour","weakness":{},"name":"(emotion, manipulate, mental)","actions_number":4,"id":"action-958","text":" Activate—Screech Shot Two Actions (emotion, manipulate, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-958"},{"skill_mod":{},"summary":"You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=959","frequency":"once per round","weakness":{},"name":"manipulate","actions_number":2,"id":"action-959","text":" Activate Single Action manipulate Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-959"},{"skill_mod":{},"summary":"The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike launcher …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The spike launcher is loaded","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=960","frequency":"once per day","weakness":{},"name":"manipulate","actions_number":6,"id":"action-960","text":" Activate Three Actions manipulate Frequency once per day; Requirements The spike launcher is loaded; Effect The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike launcher against each creature in the area. These attacks count toward the your multiple attack penalty, but the multiple attack penalty doesn't increase until after you make all of your attacks. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. On a critical success, the creature becomes immobilized instead. In either case, the creature, or an adjacent creature, can use an Interact action to remove the spike and end the penalty or immobilized condition.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-960"},{"skill_mod":{},"summary":"You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=961","weakness":{},"name":"manipulate","actions_number":4,"id":"action-961","text":" Activate Two Actions manipulate Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-961"},{"skill_mod":{},"summary":"You continue to keep the tentacle cannon' s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The tentacle cannon has a creature grabbed ","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=962","weakness":{},"name":"manipulate","actions_number":2,"id":"action-962","text":" Activate Single Action manipulate Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon' s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus.","category":"action","actions":"Single Action","rarity":"common","slug":"action-962"},{"skill_mod":{},"summary":"The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=963","frequency":"once per hour","weakness":{},"name":"manipulate","actions_number":4,"id":"action-963","text":" Activate Two Actions manipulate Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-963"},{"skill_mod":{},"summary":"Make up to four Strikes with the liar's gun . Each of the four Strikes must be against a different target within a 20-foot cone. You apply and …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=964","weakness":{},"name":"manipulate","actions_number":4,"id":"action-964","text":" Activate Two Actions manipulate Effect Make up to four Strikes with the liar's gun . Each of the four Strikes must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four Strikes only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks","category":"action","actions":"Two Actions","rarity":"common","slug":"action-964"},{"skill_mod":{},"summary":"The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=965","frequency":"once per day","weakness":{},"name":"concentrate","actions_number":0,"id":"action-965","text":" Activate Free Action concentrate Frequency once per day; Effect The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they Escape (DC 20).","category":"action","actions":"Free Action","rarity":"common","slug":"action-965"},{"skill_mod":{},"summary":"You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=966","frequency":"once per day","weakness":{},"name":"concentrate, manipulate","actions_number":4,"id":"action-966","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-966"},{"skill_mod":{},"summary":"You allow yourself to become partially possessed by the immolated spirit bound to the clan pistol. For 1 minute, you look like a flaming corpse. …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=967","frequency":"once per day","weakness":{},"name":"concentrate, manipulate","id":"action-967","text":" Activate (concentrate, manipulate) Frequency once per day; Effect You allow yourself to become partially possessed by the immolated spirit bound to the clan pistol. For 1 minute, you look like a flaming corpse. During this time, you gain a +2 status bonus to Intimidation checks and the immolation clan pistol becomes a +2 striking flaming clan pistol .","category":"action","rarity":"common","slug":"action-967"},{"skill_mod":{},"summary":"The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The animate dreamer has a stored spell. It can see a creature it hit and damaged within the last minute, and that creature's within 120 feet of animate dreamer ","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=968","weakness":{},"name":"concentrate","actions_number":4,"id":"action-968","text":" Activate Two Actions concentrate Requirements The animate dreamer has a stored spell. It can see a creature it hit and damaged within the last minute, and that creature's within 120 feet of animate dreamer ; Effect The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-968"},{"skill_mod":{},"summary":"The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=969","weakness":{},"name":"concentrate","actions_number":6,"id":"action-969","text":" Activate Three Actions concentrate Effect The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts mage hand as a 5th-level occult spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-969"},{"skill_mod":{},"summary":"The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=970","frequency":"once per day","weakness":{},"name":"concentrate","actions_number":6,"id":"action-970","text":" Activate Three Actions concentrate Frequency once per day; Effect The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-970"},{"skill_mod":{},"summary":"The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=971","frequency":"once per round","weakness":{},"name":"concentrate","actions_number":4,"id":"action-971","text":" Activate Two Actions concentrate Frequency once per round; Effect The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The next time the duchy defender damages this target, it deals an additional 2d8 precision damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-971"},{"skill_mod":{},"summary":"The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=972","weakness":{},"name":"(concentrate, teleportation)","actions_number":6,"id":"action-972","text":" Activate Three Actions (concentrate, teleportation) Effect The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner's hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can't transport itself anywhere for 1d4 days.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-972"},{"skill_mod":{},"summary":"The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=973","frequency":"once per minute","weakness":{},"name":"concentrate","actions_number":2,"id":"action-973","text":" Activate Single Action concentrate Frequency once per minute; Effect The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-973"},{"skill_mod":{},"summary":"The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=974","frequency":"once per day","weakness":{},"name":"concentrate","actions_number":6,"id":"action-974","text":" Activate Three Actions concentrate Frequency once per day; Effect The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe!","category":"action","actions":"Three Actions","rarity":"common","slug":"action-974"},{"skill_mod":{},"summary":"You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly , freedom of movement …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=975","frequency":"once per day","weakness":{},"name":"concentrate","actions_number":6,"id":"action-975","text":" Activate Three Actions concentrate Frequency once per day; Effect You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly , freedom of movement , and true seeing as well as fire resistance 20.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-975"},{"skill_mod":{},"summary":"You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next Strike you make with Hydalf's Fang before the end of your next …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=976","frequency":"once per minute","weakness":{},"name":"manipulate","actions_number":2,"id":"action-976","text":" Activate Single Action manipulate Frequency once per minute; Effect You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next Strike you make with Hydalf's Fang before the end of your next turn delivers the venom to the target. Hyldarf's Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 3d6 fire damage and sickened 1; Stage 2 6d6 fire damage and sickened 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-976"},{"skill_mod":{},"summary":"You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky . All …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=977","frequency":"once per minute","weakness":{},"name":"concentrate","actions_number":2,"id":"action-977","text":" Activate Single Action concentrate Frequency once per minute; Effect You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky . All damage from this Strike is fire damage and the target takes an additional 1d6 fire damage and 1d6 persistent fire damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-977"},{"skill_mod":{},"summary":"You make a wish into the iris of the sky , yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=978","frequency":"once per minute","weakness":{},"name":"command, envision (fortune)","actions_number":4,"id":"action-978","text":" Activate Two Actions command, envision (fortune) Frequency once per minute; Effect You make a wish into the iris of the sky , yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 persistent fire damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-978"},{"skill_mod":{},"summary":"You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"the mountebank's passage isn't loaded","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=979","weakness":{},"name":"manipulate","actions_number":2,"id":"action-979","text":" Activate Single Action manipulate Requirements the mountebank's passage isn't loaded; Effect You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank's passage's black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-979"},{"skill_mod":{},"summary":"You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"the mountebank's passage isn't loaded","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=980","weakness":{},"name":"manipulate","actions_number":2,"id":"action-980","text":" Activate Single Action manipulate Requirements the mountebank's passage isn't loaded; Effect You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the mountebank's passage's white portal, if one exists on the same plane. Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-980"},{"skill_mod":{},"summary":"You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"There's at least one soul stored in the reaper's grasp ","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=981","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-981","text":" Activate—Soul Shot Single Action (concentrate) Requirements There's at least one soul stored in the reaper's grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next Strike you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. Using this ability releases the chosen soul, and a skull on the mosaic fades away.","category":"action","actions":"Single Action","rarity":"common","slug":"action-981"},{"skill_mod":{},"summary":"You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"There's at least one soul stored in the reaper's grasp ","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=982","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-982","text":" Activate—Devour Captured Single Action (concentrate) Requirements There's at least one soul stored in the reaper's grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away.","category":"action","actions":"Single Action","rarity":"common","slug":"action-982"},{"skill_mod":{},"summary":"You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=983","weakness":{},"name":"concentrate","actions_number":2,"id":"action-983","text":" Activate Single Action concentrate Effect You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle's damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-983"},{"skill_mod":{},"summary":"The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=984","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-984","text":" Activate Two Actions (concentrate, manipulate) Effect The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is immobilized. A creature who succeeds at a DC 35 Escape check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-984"},{"skill_mod":{},"summary":"You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=985","frequency":"once per 10 minutes","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-985","text":" Activate 1 minute (concentrate, manipulate) Frequency once per 10 minutes; Effect You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough.","category":"action","rarity":"common","slug":"action-985"},{"skill_mod":{},"summary":"You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=986","frequency":"once per day","weakness":{},"name":"concentrate","actions_number":4,"id":"action-986","text":" Activate Two Actions concentrate Frequency once per day; Effect You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level phantasmal killer with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-986"},{"skill_mod":{},"summary":"Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=987","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-987","text":" Activate Two Actions (concentrate, manipulate) Effect Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don't get a saving throw or any other defense against it. Once activated, the pistol can't be activated again for 1d4 hours. ## Pistol of Wonder d% Wondrous Effect 1–2 The pistol casts summon animal (3rd rank) to produce a hippogriff adjacent to you; only you can ride it. 3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month. 4–5 The pistol casts planar tether . 6 Rewrite Memory (6th level) causes the target to forget you ever existed; you can't Sustain the Spell. 7–13 A short rod protrudes from the pistol and unfurls a small flag that reads “Bang!”. The pistol can't be fired until the flag is removed, which requires a single Interact action. 14–16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage). 17–19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the other creature takes the same amount of falling damage). 20 You don't need to eat or drink for 1 week. 21–25 The pistol casts toxic cloud . 26–30 The pistol casts heroism on you. 31 The pistol casts one with plants on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can't Dismiss the spell for 1 round. 32 The pistol casts mask of terror , except the target appears as a more fearsome and violent version of itself to all observers. 33–35 The target knows you have a bullet with its name on it; the first time you Strike the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a fortune effect). 36–37 The pistol casts cloak of colors on you with a duration of 1d10 rounds. 38–47 The pistol casts hydraulic push (4th level) as water streams from the pistol. 48–50 The pistol casts translocate on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn't clear, you instead teleport to the nearest open space. 51 The pistol casts disintegrate . 52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel. 53–54 Shadows crowd around the target, making all creatures concealed to the target while not in bright light; this effect lasts for 1 hour. 55–57 Normal vegetation within 30 feet of the target immediately dies and turns to ash. 58 The pistol casts dinosaur form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form. 59 All non-artifact ammunition in your possession crumbles to dust. 60–69 You are quickened for 1 minute. You can use the extra action only to reload or fire the pistol. 70–71 The target is quickened for 1 minute. It can use the extra action only to Step or Stride. 72-79 The pistol casts vision of death . 80–81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic. 82–85 The pistol casts outcast's curse . 86 The pistol vanishes, reappearing among your possessions once it can be activated again. 87–91 The pistol casts mist , but with swirling dust and sand instead of fog. 92–96 The pistol casts mountain resilience on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target's attacks don't reduce the spell's duration. 97–99 The pistol casts uncontrollable dance with a duration of 3 rounds, even on a failure or critical failure. 100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-987"},{"skill_mod":{},"summary":"You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=988","weakness":{},"name":"concentrate","actions_number":2,"id":"action-988","text":" Activate Single Action concentrate Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-988"},{"skill_mod":{},"summary":"All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=989","weakness":{},"name":"concentrate","actions_number":6,"id":"action-989","text":" Activate Three Actions concentrate Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-989"},{"skill_mod":{},"summary":"Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=990","frequency":"once per day","weakness":{},"name":"concentrate","actions_number":6,"id":"action-990","text":" Activate Three Actions concentrate Frequency once per day; Effect Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-990"},{"skill_mod":{},"summary":"You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=991","frequency":"once per day","weakness":{},"name":"manipulate","actions_number":2,"id":"action-991","text":" Activate Single Action manipulate Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive ammunition 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet ","category":"action","actions":"Single Action","rarity":"common","slug":"action-991"},{"skill_mod":{},"summary":"You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=992","weakness":{},"name":"manipulate","actions_number":2,"id":"action-992","text":" Activate Single Action manipulate Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope.","category":"action","actions":"Single Action","rarity":"common","slug":"action-992"},{"skill_mod":{},"summary":"The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=993","weakness":{},"name":"manipulate","actions_number":2,"id":"action-993","text":" Activate Single Action manipulate Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-993"},{"skill_mod":{},"summary":"While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=994","weakness":{},"name":"manipulate","actions_number":2,"id":"action-994","text":" Activate Single Action manipulate Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first.","category":"action","actions":"Single Action","rarity":"common","slug":"action-994"},{"skill_mod":{},"summary":"If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=995","weakness":{},"name":"(auditory, light, manipulate)","actions_number":2,"id":"action-995","text":" Activate Single Action (auditory, light, manipulate) Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be concealed while they glow. If a creature is invisible, they're concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-995"},{"skill_mod":{},"summary":"For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=996","frequency":"once per day","weakness":{},"name":"manipulate","actions_number":4,"id":"action-996","text":" Activate Two Actions manipulate Frequency once per day; Effect For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-996"},{"skill_mod":{},"summary":"You deploy the tripod and press a button to lock it into place, allowing you to deploy the tripod in midair, underwater, or anywhere else where you …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=997","weakness":{},"name":"manipulate","actions_number":2,"id":"action-997","text":" Activate Single Action manipulate Effect You deploy the tripod and press a button to lock it into place, allowing you to deploy the tripod in midair, underwater, or anywhere else where you don't have a solid horizontal surface available. If you Activate the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod).","category":"action","actions":"Single Action","rarity":"common","slug":"action-997"},{"skill_mod":{},"summary":"You reduce the value of the triggering condition by 1.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You gain the doomed or wounded condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=998","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-998","text":" Activate Reaction envision; Frequency once per day; Trigger You gain the doomed or wounded condition; Effect You reduce the value of the triggering condition by 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-998"},{"skill_mod":{},"summary":"You activate the shield's inner light. Attempt a melee Strike with the duelist's beacon . On a hit, the target must succeed at a DC 22 Fortitude …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=999","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-999","text":" Activate Two Actions envision; Frequency once per hour; Effect You activate the shield's inner light. Attempt a melee Strike with the duelist's beacon . On a hit, the target must succeed at a DC 22 Fortitude save or be blinded for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-999"},{"skill_mod":{},"summary":"The weapon becomes imbued with the triggering energy type. It deals an additional 1d8 damage of the triggering type until the end of your next turn. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You take acid, cold, electricity, fire, or sonic damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1000","weakness":{},"name":"concentrate","actions_number":1,"id":"action-1000","text":" Activate Reaction concentrate; Trigger You take acid, cold, electricity, fire, or sonic damage; Effect The weapon becomes imbued with the triggering energy type. It deals an additional 1d8 damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the 1d8 damage to the new triggering type of damage and change the duration to the end of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1000"},{"skill_mod":{},"summary":"Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1001","weakness":{},"name":"1 minute (envision, Interact)","id":"action-1001","text":" Activate 1 minute (envision, Interact); Effect Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 Perception check, but determining the actual text requires a successful DC 20 Society check to Decipher Writing. This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document.","category":"action","rarity":"common","slug":"action-1001"},{"skill_mod":{},"summary":"You revert one of the documents back to its original state.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1002","weakness":{},"name":"command","actions_number":2,"id":"action-1002","text":" Activate Single Action command; Effect You revert one of the documents back to its original state.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1002"},{"skill_mod":{},"summary":"You cast a 1st-level pest form . You can only become a scarab beetle.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1003","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1003","text":" Activate Two Actions command, Interact; Effect You cast a 1st-level pest form . You can only become a scarab beetle.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1003"},{"skill_mod":{},"summary":"You animate the silkspinner's shield . Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1004","frequency":"once per day","weakness":{},"name":"Command","actions_number":2,"id":"action-1004","text":" Activate Single Action Command; Frequency once per day; Effect You animate the silkspinner's shield . Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute. Successful shield bash Strikes made with the silkspinner's shield during this time entangle the target in silk. The target takes a –10-foot circumstance penalty to its Speeds for 1 round. If your Strike was a critical hit, the target becomes immobilized for 1 round instead. Regardless, the target can attempt to Escape (DC 30) to end the effect early.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1004"},{"skill_mod":{},"summary":"You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect . In addition, …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1005","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1005","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive , flaming , frost , shock , thundering , or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune.","category":"action","rarity":"common","slug":"action-1005"},{"skill_mod":{},"summary":"You activate the shield's countermeasures. It casts 8th-level remove curse with a counteract modifier of +27 against the triggering curse.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The cursebreak bulwark is raised","source":["Grand Bazaar"],"trigger":"You are targeted with a curse spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1006","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-1006","text":" Activate Reaction command; Frequency once per day; Trigger You are targeted with a curse spell; Requirements The cursebreak bulwark is raised; Effect You activate the shield's countermeasures. It casts 8th-level remove curse with a counteract modifier of +27 against the triggering curse.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1006"},{"skill_mod":{},"summary":"The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1007","weakness":{},"name":"10 minutes (command, envision, Interact)","id":"action-1007","text":" Activate 10 minutes (command, envision, Interact); Effect The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word.","category":"action","rarity":"common","slug":"action-1007"},{"skill_mod":{},"summary":"You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your frightened condition by 1.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1008","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-1008","text":" Activate Single Action Interact; Frequency once per hour; Effect You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your frightened condition by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1008"},{"skill_mod":{},"summary":"The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1009","weakness":{},"name":"(1 minute) command, envision, Interact","id":"action-1009","text":" Activate (1 minute) command, envision, Interact; Effect The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides. You can flip the central table over as a 3-action activity, which has the manipulate trait, to revert the gaming hall to its original form.","category":"action","rarity":"common","slug":"action-1009"},{"skill_mod":{},"summary":"You fling mucus on the creature, dealing 1d4 persistent poison damage .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You hit a creature with a melee Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1010","weakness":{},"name":"Interact","actions_number":1,"id":"action-1010","text":" Activate Reaction Interact; Trigger You hit a creature with a melee Strike; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1010"},{"skill_mod":{},"summary":"The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You are hit with a melee attack that deals physical damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1011","weakness":{},"name":"Interact","actions_number":1,"id":"action-1011","text":" Activate Reaction Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1011"},{"skill_mod":{},"summary":"Ketephys's wrath descends upon your foes. The shield casts good divine wrath with a DC of 27.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1012","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1012","text":" Activate Two Actions command; Frequency once per day; Effect Ketephys's wrath descends upon your foes. The shield casts good divine wrath with a DC of 27.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1012"},{"skill_mod":{},"summary":"Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals 7d10 force damage (DC 43 basic Reflex save).","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1013","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":4,"id":"action-1013","text":" Activate Two Actions Interact; Frequency once per minute; Effect Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals 7d10 force damage (DC 43 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1013"},{"skill_mod":{},"summary":"The drum casts a DC 43 earthquake spell.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1014","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-1014","text":" Activate Two Actions Interact; Frequency once per day; Effect The drum casts a DC 43 earthquake spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1014"},{"skill_mod":{},"summary":"The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1015","weakness":{},"name":"1 minute (command, envision, Interact)","id":"action-1015","text":" Activate 1 minute (command, envision, Interact); Effect The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to Craft items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials. You can pull on a cord hanging from the workshop's ceiling as an Interact action to revert the private workshop to its model form.","category":"action","rarity":"common","slug":"action-1015"},{"skill_mod":{},"summary":"You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1016","weakness":{},"name":"Command","actions_number":4,"id":"action-1016","text":" Activate Two Actions Command; Effect You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can Dismiss the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1016"},{"skill_mod":{},"summary":"As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become drained 2 …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"An enemy critically succeeds at an attempt to Disarm you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1017","weakness":{},"name":"command","actions_number":1,"id":"action-1017","text":" Activate Reaction command; Trigger An enemy critically succeeds at an attempt to Disarm you; Effect As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become drained 2 (drained 3 on a critical failure). If the triggering creature becomes drained, you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1017"},{"skill_mod":{},"summary":"The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You critically succeed at a Strike against a living opponent","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1018","frequency":"once per hour","weakness":{},"name":"command","actions_number":1,"id":"action-1018","text":" Activate Reaction command; Frequency once per hour; Trigger You critically succeed at a Strike against a living opponent; Effect The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1018"},{"skill_mod":{},"summary":"You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1019","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1019","text":" Activate Two Actions command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1019"},{"skill_mod":{},"summary":"For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1020","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1020","text":" Activate Two Actions command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1020"},{"skill_mod":{},"summary":"If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it. This has …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1021","frequency":"once per day","weakness":{},"name":"Interact (concentrate, manipulate, metamagic)","actions_number":2,"id":"action-1021","text":" Activate Single Action Interact (concentrate, manipulate, metamagic) Frequency once per day; Effect If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it. This has the same effect as the Conceal Spell feat.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1021"},{"skill_mod":{},"summary":"You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1022","frequency":"once per hour","weakness":{},"name":"Raise a Shield","actions_number":4,"id":"action-1022","text":" Activate Two Actions Raise a Shield; Frequency once per hour; Effect You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing 10d10 bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to Grapple a creature within 10 feet of you without needing a free hand. When you use the shield to Grapple, you gain a +3 item bonus to your Athletics check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1022"},{"skill_mod":{},"summary":"You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1023","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-1023","text":" Activate Two Actions Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1023"},{"skill_mod":{},"summary":"When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1024","frequency":"once per week","weakness":{},"name":"(1 minute) envision, Interact","id":"action-1024","text":" Activate (1 minute) envision, Interact; Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. When you cast a ritual of 5th level or lower within the stone circle , the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle , regardless of the result, the stones collapse and it reverts back to its original form.","category":"action","rarity":"common","slug":"action-1024"},{"skill_mod":{},"summary":"You gain a number of temporary Hit Points equal to twice the creature's level. These Hit Points remain for 1 minute.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You reduce a creature to 0 Hit Points with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1025","weakness":{},"name":"envision","actions_number":1,"id":"action-1025","text":" Activate Reaction envision; Trigger You reduce a creature to 0 Hit Points with the weapon; Effect You gain a number of temporary Hit Points equal to twice the creature's level. These Hit Points remain for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1025"},{"skill_mod":{},"summary":"You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1026","frequency":"once per day","weakness":{},"name":"command (magical, morph, transmutation)","actions_number":2,"id":"action-1026","text":" Activate Single Action command (magical, morph, transmutation) Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1026"},{"skill_mod":{},"summary":"The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1027","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1027","text":" Activate Two Actions command, envision; Frequency once per day; Effect The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1027"},{"skill_mod":{},"summary":"Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1028","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-1028","text":" Activate Two Actions envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1028"},{"skill_mod":{},"summary":"You and objects you wear or carry fall into your shadow, becoming a two-dimensional silhouette. In this form you aren't incorporeal, but you also …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1029","weakness":{},"name":"Interact (1 minute)","id":"action-1029","text":" Activate Interact (1 minute); Effect You and objects you wear or carry fall into your shadow, becoming a two-dimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the light trait, and damage from Strikes with the ghost touch property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. Your land and climb Speeds both become 40 feet. You can't use actions except Climb, Step, or Stride actions using the granted Speeds or an Interact activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space.","category":"action","rarity":"common","slug":"action-1029"},{"skill_mod":{},"summary":"You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1030","frequency":"once per day","weakness":{},"name":"Interact","actions_number":1,"id":"action-1030","text":" Activate Reaction Interact; Frequency once per day; Trigger You take damage; Effect You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1030"},{"skill_mod":{},"summary":"You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You would take damage from a physical attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1031","weakness":{},"name":"Interact","actions_number":1,"id":"action-1031","text":" Activate Reaction Interact; Trigger You would take damage from a physical attack; Effect You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set of your wings in the process. The first time you use this Activation, your fly Speed becomes 15 feet, or half your Speed, whichever is lower, for the duration. After the second time, your mudwings are shattered entirely, ending the effect. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1031"},{"skill_mod":{},"summary":"You gain the effects of a 1st-level illusory disguise except that the illusion only alters the appearance of the dweomerweave robe , changing it …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1032","frequency":"once per day","weakness":{},"name":"1 minute (Interact)","id":"action-1032","text":" Activate 1 minute (Interact); Frequency once per day; Effect You gain the effects of a 1st-level illusory disguise except that the illusion only alters the appearance of the dweomerweave robe , changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can Dismiss the activation.","category":"action","rarity":"common","slug":"action-1032"},{"skill_mod":{},"summary":"You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1033","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1033","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1033"},{"skill_mod":{},"summary":"The mirror robe Creates a Diversion for you with a +9 Deception modifier.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1034","weakness":{},"name":"Interact","actions_number":2,"id":"action-1034","text":" Activate Single Action Interact; Requirements The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today; Effect The mirror robe Creates a Diversion for you with a +9 Deception modifier.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1034"},{"skill_mod":{},"summary":"You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed . The foe …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1035","weakness":{},"name":"Interact (visual)","actions_number":2,"id":"action-1035","text":" Activate Single Action Interact (visual) Requirements The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe; Effect You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed. The foe you chose diverts its attention to you, becoming flat-footed to your allies until the beginning of your next turn. If you are invisible or otherwise can't become observed, you can't use this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1035"},{"skill_mod":{},"summary":"You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1036","weakness":{},"name":"(1 minute) envision, Interact","id":"action-1036","text":" Activate (1 minute) envision, Interact; Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. After the activation, you gain the effects of illusory disguise , except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise . You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone .","category":"action","rarity":"common","slug":"action-1036"},{"skill_mod":{},"summary":"You cast prying eye .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1037","frequency":"once per day","weakness":{},"name":"(1 minute) envision, Interact","id":"action-1037","text":" Activate (1 minute) envision, Interact; Frequency once per day; Effect You cast prying eye .","category":"action","rarity":"common","slug":"action-1037"},{"skill_mod":{},"summary":"You cast prying eye .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1038","weakness":{},"name":"(1 minute) envision, Interact","id":"action-1038","text":" Activate (1 minute) envision, Interact; Effect You cast prying eye .","category":"action","rarity":"common","slug":"action-1038"},{"skill_mod":{},"summary":"The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1039","weakness":{},"name":"(10 minutes) envision, Interact","id":"action-1039","text":" Activate (10 minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible.","category":"action","rarity":"common","slug":"action-1039"},{"skill_mod":{},"summary":"The beetle moves at incredible speed. It Strides three times.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1040","weakness":{},"name":"Hustle","actions_number":4,"id":"action-1040","text":" Hustle Two Actions Source Grand Bazaar pg. 54 --- The beetle moves at incredible speed. It Strides three times.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1040"},{"skill_mod":{},"summary":"The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1041","weakness":{},"name":"Distracting Spray","actions_number":4,"id":"action-1041","text":" Distracting Spray Two Actions Source Grand Bazaar pg. 54 --- The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized. Critical Success The creature is unaffected. Success The creature is clumsy 1 for 1 round. Failure The creature is clumsy 1 for 1 minute. Critical Failure The creature is clumsy 2 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1041"},{"skill_mod":{},"summary":"The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1042","weakness":{},"name":"Ultrasonic Scream","actions_number":4,"id":"action-1042","text":" Ultrasonic Scream Two Actions Source Grand Bazaar pg. 54 --- The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized. Success The target treats all creatures as concealed on its next attack before the start of your next turn. Failure The target treats all creatures as concealed until the start of your next turn. Critical Failure As failure, and the target is also stunned 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1042"},{"skill_mod":{},"summary":"The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1043","weakness":{},"name":"Defensive Curl","actions_number":2,"id":"action-1043","text":" Defensive Curl Single Action Source Grand Bazaar pg. 55 --- The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take 2d6 persistent bleed damage. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1043"},{"skill_mod":{},"summary":"The terror bird makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1044","weakness":{},"name":"Tearing Clutch","actions_number":4,"id":"action-1044","text":" Tearing Clutch Two Actions Source Grand Bazaar pg. 55 --- The terror bird makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1044"},{"skill_mod":{},"summary":"The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1045","weakness":{},"name":"Careful Withdraw","actions_number":4,"id":"action-1045","text":" Careful Withdraw Two Actions Source Grand Bazaar pg. 72 --- The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1045"},{"skill_mod":{},"summary":"You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1046","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1046","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the petrified condition, and its size is Tiny.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1046"},{"skill_mod":{},"summary":"You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your companion is in statuette form","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1047","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1047","text":" Activate Two Actions envision, Interact; Requirements Your companion is in statuette form; Effect You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1047"},{"skill_mod":{},"summary":"You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes Large, …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1048","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1048","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes Large, it gains the weaknesses and resistances of a spider swarm, and the swarm trait, though it doesn't gain swarm mind, as it's controlled by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals 1d8 damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1048"},{"skill_mod":{},"summary":"You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1049","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-1049","text":" Activate Two Actions Interact; Frequency once per day; Effect You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still Swim while being ridden.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1049"},{"skill_mod":{},"summary":"You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based Perception checks for 10 minutes.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your hearing aids are currently on","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1050","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-1050","text":" Activate Free Action envision; Frequency once per day; Requirements Your hearing aids are currently on; Effect You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based Perception checks for 10 minutes.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1050"},{"skill_mod":{},"summary":"You use your chair to Stride up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1051","frequency":"once per 10 minutes","weakness":{},"name":"Interact","actions_number":2,"id":"action-1051","text":" Activate Single Action Interact; Frequency once per 10 minutes; Effect You use your chair to Stride up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1051"},{"skill_mod":{},"summary":"You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. Stride in a straight line, moving through …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1052","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-1052","text":" Activate Two Actions Interact; Frequency once per hour; Effect You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. Stride in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is prone, the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals 1d12 persistent bleed damage on a hit (or 3d6 persistent bleed damage on a critical hit).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1052"},{"skill_mod":{},"summary":"You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. Your legchair draws force from its …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1053","frequency":"once per minute","weakness":{},"name":"envision","actions_number":2,"id":"action-1053","text":" Activate Single Action or Two Actions envision; Frequency once per minute; Effect You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. Single Action Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals 2d6 additional force damage on its next Strike and, on a critical success, pushes the target away by 5 feet. Two Actions Your legchair fires a beam of force from its ram horns. The target takes 4d6 force damage and must attempt a DC 22 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is pushed 5 feet. Failure The target takes full damage and is pushed 10 feet. Critical Failure The target takes double damage and is pushed 20 feet.","category":"action","actions":"Single Action or Two Actions","rarity":"common","slug":"action-1053"},{"skill_mod":{},"summary":"You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1054","frequency":"once per 10 minutes","weakness":{},"name":"envision","actions_number":2,"id":"action-1054","text":" Activate Single Action envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1054"},{"skill_mod":{},"summary":"You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1055","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1055","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1055"},{"skill_mod":{},"summary":"You focus on the eye to see the unseen. The eye casts see invisibility on you.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1056","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1056","text":" Activate Two Actions command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1056"},{"skill_mod":{},"summary":"You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1057","weakness":{},"name":"Interact","actions_number":2,"id":"action-1057","text":" Activate Single Action Interact; Effect You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 Athletics check to Force Open your arm. A creature can notice the button hidden in the hand of the prosthesis with a successful DC 25 Perception check to Seek.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1057"},{"skill_mod":{},"summary":"The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are holding a one-handed weapon","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1058","weakness":{},"name":"command, Interact","actions_number":6,"id":"action-1058","text":" Activate Three Actions command, Interact; Requirements You are holding a one-handed weapon; Effect The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. The prosthesis can hold up to two items at a time.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1058"},{"skill_mod":{},"summary":"The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1059","frequency":"once per minute","weakness":{},"name":"envision","actions_number":0,"id":"action-1059","text":" Activate Free Action envision; Frequency once per minute; Effect The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1059"},{"skill_mod":{},"summary":"The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1060","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1060","text":" Activate Two Actions command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat. If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. If the boat is occupied, the item can't be activated. Much like a magical structure, a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds. Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box. A folding boat with the broken condition must be repaired before it can change form again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1060"},{"skill_mod":{},"summary":"The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You succeed at an attack roll to Strike with a weapon with the hauling rune","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1061","frequency":"once per hour","weakness":{},"name":"Command","actions_number":1,"id":"action-1061","text":" Activate Reaction Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1061"},{"skill_mod":{},"summary":"The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1062","frequency":"once per day","weakness":{},"name":"(10 minutes) envision, Interact","id":"action-1062","text":" Activate (10 minutes) envision, Interact; Frequency once per day; Effect The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node. Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to Recall Knowledge checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Mwangi Expanse would help with Recall Knowledge checks for such trees, but it wouldn't grant the benefits for all Nature checks to Recall Knowledge. A memory palace node can also store the text from a spellbook or magical tome, but these memories aren't a substitute for having the book in your possession. A wizard can't prepare spells from a memory palace, though they could use it as source material to try to Learn a Spell. However, since storing spells in a node would only benefit someone else who later discovers the memory palace , few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes.","category":"action","rarity":"common","slug":"action-1062"},{"skill_mod":{},"summary":"You cast faerie fire . For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1063","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1063","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast faerie fire . For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire . You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire .","category":"action","rarity":"common","slug":"action-1063"},{"skill_mod":{},"summary":"You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1064","frequency":"once per day","weakness":{},"name":"Interact (emotion, enchantment, mental, visual)","actions_number":4,"id":"action-1064","text":" Activate Two Actions Interact (emotion, enchantment, mental, visual) Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1064"},{"skill_mod":{},"summary":"You gain 1 Focus Point and immediately use the Focus Point to cast lingering composition , using your Performance check to determine the effects …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have a pool of Focus Points and at least one composition spell","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1065","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-1065","text":" Activate Single Action command; Frequency once per day; Requirements You have a pool of Focus Points and at least one composition spell; Effect You gain 1 Focus Point and immediately use the Focus Point to cast lingering composition , using your Performance check to determine the effects of the spell, followed by the inspire defense composition cantrip. You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1065"},{"skill_mod":{},"summary":"You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1066","frequency":"once per day","weakness":{},"name":"(10 minutes) command, envision, Interact","id":"action-1066","text":" Activate (10 minutes) command, envision, Interact; Frequency once per day; Effect You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry. Inside, the ballroom is fully stocked with tables and chairs along both sides. A feasting table in the center of each seating area provides enough food and drink for up to 36 guests, and a cadre of unseen servants tend to guests' basic needs. While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a nonsense language. An illusory dancer will gladly dance with anyone who asks. Repeating the command word dismisses the dancers. You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise.","category":"action","rarity":"common","slug":"action-1066"},{"skill_mod":{},"summary":"You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1067","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1067","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level chromatic wall spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against any effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch. A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall . The effect ends early if each color disappears from your field of light, or if you choose to Dismiss it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1067"},{"skill_mod":{},"summary":"You hold the chain out before you, and the weapon glows as bright as a torch . You can suppress this light by Activating the weapon again.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1068","weakness":{},"name":"Interact","actions_number":2,"id":"action-1068","text":" Activate Single Action Interact; Effect You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by Activating the weapon again.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1068"},{"skill_mod":{},"summary":"The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level searing light spell with the triggering …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You critically succeed at a Strike against a fiend or undead ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1069","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-1069","text":" Activate Reaction envision; Frequency once per day; Trigger You critically succeed at a Strike against a fiend or undead; Effect The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level searing light spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1069"},{"skill_mod":{},"summary":"You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1070","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1070","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items.","category":"action","rarity":"common","slug":"action-1070"},{"skill_mod":{},"summary":"The item teleports to a free hand.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have a free hand and the called item is in a bag, pack, pouch, or other container on your person, or unattended within 30 feet","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1071","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-1071","text":" Activate Single Action command; Frequency once per hour; Requirements You have a free hand and the called item is in a bag, pack, pouch, or other container on your person, or unattended within 30 feet; Effect The item teleports to a free hand.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1071"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're receiving a bonus to AC from your dragon's breath cape or shield","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1072","weakness":{},"name":"envision (metamagic)","actions_number":0,"id":"action-1072","text":" Activate Free Action envision (metamagic) Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1072"},{"skill_mod":{},"summary":"Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The paired items are both invested, typically by two different characters, and are within 100 feet of each other","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1073","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-1073","text":" Activate Single Action command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1073"},{"skill_mod":{},"summary":"You cast suggestion .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1074","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1074","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You cast suggestion .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1074"},{"skill_mod":{},"summary":"You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You begin to fall","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1075","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-1075","text":" Activate Reaction envision; Frequency once per day; Trigger You begin to fall; Effect You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1075"},{"skill_mod":{},"summary":"You prepare to unleash the stored spell on any foe that hits you until your next turn.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your spell-bastion shield is storing a spell, and you have your shield raised","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1076","weakness":{},"name":"envision","actions_number":2,"id":"action-1076","text":" Activate Single Action envision; Requirements Your spell-bastion shield is storing a spell, and you have your shield raised; Effect You prepare to unleash the stored spell on any foe that hits you until your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1076"},{"skill_mod":{},"summary":"You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the shield and …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell","source":["Grand Bazaar"],"trigger":"You use the Shield Block reaction against a foe that the stored spell can target","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1077","weakness":{},"name":"command","actions_number":0,"id":"action-1077","text":" Activate Free Action command; Trigger You use the Shield Block reaction against a foe that the stored spell can target; Requirements You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell; Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the shield and allows a spell to be cast into it again.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1077"},{"skill_mod":{},"summary":"You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1078","weakness":{},"name":"command","actions_number":2,"id":"action-1078","text":" Activate Single Action command; Effect You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1078"},{"skill_mod":{},"summary":"You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're holding the sword in at least one hand","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1079","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-1079","text":" Activate Single Action command; Frequency once per day; Requirements You're holding the sword in at least one hand; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1079"},{"skill_mod":{},"summary":"You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are riding on your weapon","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1080","weakness":{},"name":"Interact","actions_number":4,"id":"action-1080","text":" Activate Two Actions Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1080"},{"skill_mod":{},"summary":"You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1081","weakness":{},"name":"Interact (magical, polymorph, transmutation)","actions_number":2,"id":"action-1081","text":" Activate Single Action Interact (magical, polymorph, transmutation) Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1081"},{"skill_mod":{},"summary":"You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1082","frequency":"once per day","weakness":{},"name":"envision (fortune)","actions_number":4,"id":"action-1082","text":" Activate Two Actions envision (fortune) Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1082"},{"skill_mod":{},"summary":"You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You take fire damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1083","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-1083","text":" Activate Reaction command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1083"},{"skill_mod":{},"summary":"The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are standing on the ground","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1084","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-1084","text":" Activate Single Action to Two Actions command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage.","category":"action","actions":"Single Action to Two Actions","rarity":"common","slug":"action-1084"},{"skill_mod":{},"summary":"You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1085","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1085","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status , using each other as the targets.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1085"},{"skill_mod":{},"summary":"You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have become linked with an ally by offering them the lady's knife ","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1086","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-1086","text":" Activate Single Action envision; Frequency once per day; Requirements You have become linked with an ally by offering them the lady's knife ; Effect You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1086"},{"skill_mod":{},"summary":"You scan up to two pages of writing with the magnifying glass of elucidation , imbuing the magnifying glass with the information you scanned. You …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1087","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-1087","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect You scan up to two pages of writing with the magnifying glass of elucidation , imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any magical effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any magical effect. The magnifying glass can only hold one instance of information at a given time; Activating the magnifying glass a second time or reproducing the information clears out the magnifying glass's information.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1087"},{"skill_mod":{},"summary":"You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, …","primary_source":"Pathfinder #171: Hurricane's Howl","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You can cast bloodline spells from the draconic bloodline , such as from the sorcerer class or sorcerer multiclass archetype ","source":["Pathfinder #171: Hurricane's Howl"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1088","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":0,"id":"action-1088","text":" Activate Free Action envision; Frequency once per day; Requirements You can cast bloodline spells from the draconic bloodline, such as from the sorcerer class or sorcerer multiclass archetype; Effect You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1088"},{"skill_mod":{},"summary":"You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're aware of the attack and are not flat-footed against it","source":["Pathfinder #172: Secrets of the Temple City"],"trigger":"You are the target of a physical ranged attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1089","frequency":"once per minute","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":1,"id":"action-1089","text":" Activate Reaction Interact; Frequency once per minute; Trigger You are the target of a physical ranged attack; Requirements You're aware of the attack and are not flat-footed against it; Effect You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).","category":"action","actions":"Reaction","rarity":"common","slug":"action-1089"},{"skill_mod":{},"summary":"You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #172: Secrets of the Temple City"],"trigger":"You knock away a physical ranged attack by using the deflecting branch's other activation","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1090","frequency":"once per hour","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":0,"id":"action-1090","text":" Activate Free Action Interact; Frequency once per hour; Trigger You knock away a physical ranged attack by using the deflecting branch's other activation; Effect You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon. ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1090"},{"skill_mod":{},"summary":"You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options: The creature …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #172: Secrets of the Temple City"],"trigger":"You critically hit a creature with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1091","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":1,"id":"action-1091","text":" Activate Reaction envision; Frequency once per day; Trigger You critically hit a creature with the weapon; Effect You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options: The creature surrenders, immediately receiving the critical failure effects of calm emotions and paralyze . The weapon casts 7th-level blindness on the creature with a DC of 34. Regardless of the choice, the spear loses its ability to glow with light until your next daily preparations.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1091"},{"skill_mod":{},"summary":"The spear casts 7th-level elemental form on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1092","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision, Interact","actions_number":4,"id":"action-1092","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect The spear casts 7th-level elemental form on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1092"},{"skill_mod":{},"summary":"You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1093","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision, Interact","actions_number":2,"id":"action-1093","text":" Activate Single Action to Three Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-1093"},{"skill_mod":{},"summary":"You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1094","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":2,"id":"action-1094","text":" Activate Single Action envision; Effect You concentrate on the lantern's light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1094"},{"skill_mod":{},"summary":"You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract …","primary_source":"Pathfinder #172: Secrets of the Temple City","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1095","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision, Interact","actions_number":4,"id":"action-1095","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1095"},{"skill_mod":{},"summary":"Attempt a melee Strike with Wyrm Drinker . If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the …","primary_source":"Pathfinder #173: Doorway to the Red Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1100","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"command, Interact","actions_number":4,"id":"action-1100","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Attempt a melee Strike with Wyrm Drinker . If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is drained 2, or drained 4 on a critical hit.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1100"},{"skill_mod":{},"summary":" Spellcutter attempts to absorb the magic of the triggering spell, giving you a +4 status bonus to your AC and saves against the effect.","primary_source":"Pathfinder #173: Doorway to the Red Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #173: Doorway to the Red Star"],"trigger":"You're targeted by a spell while wielding Spellcutter ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1101","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":1,"id":"action-1101","text":" Activate Reaction envision; Trigger You're targeted by a spell while wielding Spellcutter ; Effect Spellcutter attempts to absorb the magic of the triggering spell, giving you a +4 status bonus to your AC and saves against the effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1101"},{"skill_mod":{},"summary":"Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the light trait) instantly extinguishes the …","primary_source":"Pathfinder #173: Doorway to the Red Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1102","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":2,"id":"action-1102","text":" Activate Single Action Interact; Effect Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the light trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1102"},{"skill_mod":{},"summary":"The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have …","primary_source":"Pathfinder #173: Doorway to the Red Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day","source":["Pathfinder #173: Doorway to the Red Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1103","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision (arcane, divination)","actions_number":2,"id":"action-1103","text":" Activate Single Action envision (arcane, divination) Frequency once per day; Requirements You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day; Effect The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1103"},{"skill_mod":{},"summary":"You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other …","primary_source":"Pathfinder Special: Fumbus","primary_source_category":"Comics","source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1104","weakness":{},"name":"Interact","actions_number":2,"id":"action-1104","text":" Activate Single Action Interact; Effect You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1104"},{"skill_mod":{},"summary":"You cast message , targeting the creature wearing the matching cord. The range of this message is planetary.","primary_source":"Pathfinder Special: Fumbus","primary_source_category":"Comics","source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1105","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1105","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You cast message , targeting the creature wearing the matching cord. The range of this message is planetary.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1105"},{"skill_mod":{},"summary":"You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's …","primary_source":"Pathfinder Special: Fumbus","primary_source_category":"Comics","source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1106","frequency":"once per month","weakness":{},"name":"10 minutes (envision, Interact)","id":"action-1106","text":" Activate 10 minutes (envision, Interact); Frequency once per month; Effect You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to Search for attuned books hidden within 60 feet of you.","category":"action","rarity":"common","slug":"action-1106"},{"skill_mod":{},"summary":"When you activate the librarian's baton , concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own …","primary_source":"Pathfinder Special: Fumbus","primary_source_category":"Comics","source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1107","frequency":"once per hour","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1107","text":" Activate Two Actions envision, Interact; Frequency once per hour; Effect When you activate the librarian's baton , concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1107"},{"skill_mod":{},"summary":"You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you …","primary_source":"Pathfinder Special: Fumbus","primary_source_category":"Comics","source_category":["Comics"],"requirement":"You are attempting to read something in a language you don't understand","source":["Pathfinder Special: Fumbus"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1108","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-1108","text":" Activate Single Action Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1108"},{"skill_mod":{},"summary":"You cast grease , but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls prone , or …","primary_source":"Pathfinder Special: Fumbus","primary_source_category":"Comics","source_category":["Comics"],"source":["Pathfinder Special: Fumbus"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1109","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1109","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast grease , but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls prone, or that begins their turn prone, takes 1d6 acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes 1d6 persistent acid damage. If you cast this spell on an attended object and the holder or wielder fails their Acrobatics or Reflex save, the holder or wielder takes 1d6 persistent acid damage. If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes 1d6 acid damage.","category":"action","rarity":"common","slug":"action-1109"},{"skill_mod":{},"summary":"The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1110","weakness":{},"name":"Snatch and Zap","actions_number":4,"id":"action-1110","text":" Snatch and Zap Two Actions Source Monsters of Myth pg. 119 --- The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature automatically becomes grabbed by the Ulgrem-Lurann and takes 1d4 electricity damage (2d4 for a mature Ulgrem-Lurann or 3d4 for a specialized companion). The grabbed condition lasts until the end of your next turn, though the Ulgrem-Lurann can use Grapple to attempt to extend the duration as normal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1110"},{"skill_mod":{},"summary":"You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, Diplomacy check, …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1111","frequency":"once per day","weakness":{},"name":"1 minute (envision, Interact)","id":"action-1111","text":" Activate 1 minute (envision, Interact); Frequency once per day; Effect You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, Diplomacy check, Intimidation check, or Warfare Lore check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours.","category":"action","rarity":"common","slug":"action-1111"},{"skill_mod":{},"summary":"You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1112","frequency":"once per week","weakness":{},"name":"1 hour (envision, Interact)","id":"action-1112","text":" Activate 1 hour (envision, Interact); Frequency once per week; Effect You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead.","category":"action","rarity":"common","slug":"action-1112"},{"skill_mod":{},"summary":"You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1113","frequency":"once per day","weakness":{},"name":"envision, Interact (evocation, incapacitation, light, primal, visual)","actions_number":2,"id":"action-1113","text":" Activate Single Action envision, Interact (evocation, incapacitation, light, primal, visual) Frequency once per day; Effect You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're blinded for 1 minute. On a critical failure, they're permanently blinded. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1113"},{"skill_mod":{},"summary":"The target must succeed at a DC 25 Fortitude save or become infected with sewer haze .","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"trigger":"You critically hit a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1114","weakness":{},"name":"Command","actions_number":1,"id":"action-1114","text":" Activate Reaction Command; Trigger You critically hit a creature; Effect The target must succeed at a DC 25 Fortitude save or become infected with sewer haze.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1114"},{"skill_mod":{},"summary":"The trident casts 3rd-level quench with a DC of 25 and a counteract modifier of +15. You can Sustain the Spell as normal.","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1115","frequency":"once per hour","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1115","text":" Activate Two Actions envision, Interact; Frequency once per hour; Effect The trident casts 3rd-level quench with a DC of 25 and a counteract modifier of +15. You can Sustain the Spell as normal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1115"},{"skill_mod":{},"summary":"You call upon the corrupted power of the trident to stay a foe. Attempt a Strike. On a hit, the trident casts 3rd-level paralyze on the target …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1116","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-1116","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect You call upon the corrupted power of the trident to stay a foe. Attempt a Strike. On a hit, the trident casts 3rd-level paralyze on the target (DC 25). If the Strike was a critical hit, the target is stunned 1 even if it critically succeeds at the save.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1116"},{"skill_mod":{},"summary":"You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1117","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-1117","text":" Activate Two Actions Interact; Frequency once per day; Effect You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing 4d8+10 bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked prone. The chariot returns to its figurine form once it stops moving.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1117"},{"skill_mod":{},"summary":"You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1118","frequency":"once per day","weakness":{},"name":"Ineteract","actions_number":2,"id":"action-1118","text":" Activate Single Action Ineteract; Frequency once per day; Effect You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes 4d6 slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1118"},{"skill_mod":{},"summary":"You make a ranged Strike. On a hit, a vortex of air trails the arrow as it travels. When the arrow strikes its target, the vortex expands to a …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1119","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1119","text":" Activate Two Actions command; Frequency once per day; Effect You make a ranged Strike. On a hit, a vortex of air trails the arrow as it travels. When the arrow strikes its target, the vortex expands to a 30-foot radius from its point of impact. The arrow deals an additional 1d8 bludgeoning damage against its target. For the next 3 minutes, any physical ranged attacks that would strike a target within the vortex deal an additional 1d8 bludgeoning damage. The vortex is difficult terrain, and creatures attempting to fly through the vortex using a move action must attempt a DC 34 Fortitude save, losing its move action on a failed save. Any gases within the vortex are cleared by the winds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1119"},{"skill_mod":{},"summary":"You Leap (or Vault, if you're Spring-Heeled Jack ).","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"trigger":"You critically hit a creature with Little Love ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1120","frequency":"once per 10 minutes","weakness":{},"name":"Interact","actions_number":0,"id":"action-1120","text":" Activate Free Action Interact; Frequency once per 10 minutes; Trigger You critically hit a creature with Little Love ; Effect You Leap (or Vault, if you're Spring-Heeled Jack).","category":"action","actions":"Free Action","rarity":"common","slug":"action-1120"},{"skill_mod":{},"summary":"The dots of the tattoo turn to points of light and fly above the head of a creature within 30 feet, where they form a three-star constellation that …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1121","frequency":"once per day","weakness":{},"name":"Interact (divination, metamagic)","actions_number":2,"id":"action-1121","text":" Activate Single Action Interact (divination, metamagic) Frequency once per day; Effect The dots of the tattoo turn to points of light and fly above the head of a creature within 30 feet, where they form a three-star constellation that guides your spells further than they could normally travel. The constellation sheds dim light and remains visible even if the creature hides, aiding in locating it. Furthermore, while the constellation lasts, if you Cast a Spell that has a range and that spell would affect only the marked creature, the spell's range is increased by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Each time you use this benefit, one of the stars above the creature's head winks out; when all three have winked out or after 1 minute has passed, the effect ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1121"},{"skill_mod":{},"summary":"A tidal fishhook can travel between bodies of water to strike distant foes. You throw the fishhook into a 5-foot square that's fully covered with …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1122","frequency":"once per hour","weakness":{},"name":"Interact (teleportation, water)","actions_number":4,"id":"action-1122","text":" Activate Two Actions Interact (teleportation, water) Frequency once per hour; Effect A tidal fishhook can travel between bodies of water to strike distant foes. You throw the fishhook into a 5-foot square that's fully covered with water, and it emerges to Strike or Grapple a target from another such square within 60 feet; the squares can be part of the same body of water or different ones. The distance between the bodies of water doesn't count toward the fishhook's range increment. If you successfully Grapple the target as part of this Strike, you can pull yourself along the fishhook's line, teleporting to the secondary body of water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1122"},{"skill_mod":{},"summary":"You take control of a construct. This has the effects of dominate with a DC of 30, but it affects only constructs. It lacks the mental trait …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1123","frequency":"once per day","weakness":{},"name":"command, Interact (enchantment, incapacitation)","actions_number":4,"id":"action-1123","text":" Activate Two Actions command, Interact (enchantment, incapacitation) Frequency once per day; Effect You take control of a construct. This has the effects of dominate with a DC of 30, but it affects only constructs. It lacks the mental trait and functions on mindless constructs. It also ignores any golem antimagic the target might have. The effect's duration ends if the baton is destroyed or leaves your possession for at least 1 minute, and you can issue commands to the target only while holding the baton.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1123"},{"skill_mod":{},"summary":"You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1124","frequency":"once per round","weakness":{},"name":"Interact","actions_number":2,"id":"action-1124","text":" Activate Single Action Interact; Frequency once per round; Effect You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws (except saving throws against the ivory baton ).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1124"},{"skill_mod":{},"summary":"You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 Acrobatics , Athletics , Medicine , Nature , Occultism , …","primary_source":"Monsters of Myth","trait_group":["Mechanics","Rarity"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're inside Kothogaz's body.","source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1125","weakness":{},"name":"Harvest Heartsliver","trait":["Manipulate","Rare"],"actions_number":1,"id":"action-1125","text":" Harvest Heartsliver Reaction Source Monsters of Myth pg. 53 Requirements You're inside Kothogaz's body. --- You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 Acrobatics, Athletics, Medicine, Nature, Occultism, or Religion check. Critical Success You steal a small disharmonic heartsliver, stow it on your person, and can exit Kothogaz's body. Success As critical success, but you can't exit. Failure You take Kothogaz's Swallow Whole damage. Critical Failure You take double Kothogaz's Swallow Whole damage and are deafened by its heartbeat for 1 minute.","category":"action","actions":"Reaction","rarity":"rare","slug":"action-1125"},{"skill_mod":{},"summary":"You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but …","primary_source":"Monsters of Myth","trait_group":["Mechanics","Rarity"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Legendary in Crafting ","source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1126","weakness":{},"name":"Craft Disharmonic Instrument","trait":["Downtime","Manipulate","Rare"],"id":"action-1126","text":" Craft Disharmonic Instrument Source Monsters of Myth pg. 53 Requirements Legendary in Crafting --- You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a virtuoso musical instrument. This activity requires seven disharmonic heartslivers, the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to Craft. Critical Success You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to Kothogaz's tympanic heartbeat and many-eyed blight. Success You complete the disharmonic instrument. Failure You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers. Critical Failure As failure, and whenever you're on the same plane as Kothogaz, it can immediately teleport to you with its Disharmonic Door ability.","category":"action","rarity":"rare","slug":"action-1126"},{"skill_mod":{},"primary_source":"Threshold of Knowledge","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You're an expert in Will saves.","source":["Threshold of Knowledge"],"trigger":"You gain the frightened condition as a result of a Will save","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1127","weakness":{},"source_group":["Threshold of Knowledge"],"primary_source_group":"Threshold of Knowledge","name":"envision","actions_number":0,"id":"action-1127","text":" Activate Free Action envision; Trigger You gain the frightened condition as a result of a Will save; Requirements You're an expert in Will saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1127"},{"skill_mod":{},"summary":"You use the wordreaper to inscribe the words “read by” and your name inside a non-magical literary work (such as a non-magical book, scroll, or …","primary_source":"Threshold of Knowledge","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Threshold of Knowledge"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1128","frequency":"once per day","weakness":{},"source_group":["Threshold of Knowledge"],"primary_source_group":"Threshold of Knowledge","name":"Interact","actions_number":6,"id":"action-1128","text":" Activate Three Actions Interact; Frequency once per day; Effect You use the wordreaper to inscribe the words “read by” and your name inside a non-magical literary work (such as a non-magical book, scroll, or play). You immediately gain cursory knowledge of the literary work as though you had skimmed it for 5 minutes.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1128"},{"skill_mod":{},"summary":"You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be …","primary_source":"Pathfinder #175: Broken Tusk Moon","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1129","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Interact","actions_number":2,"id":"action-1129","text":" Activate Single Action Interact; Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1129"},{"skill_mod":{},"primary_source":"Pathfinder #175: Broken Tusk Moon","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are an expert in Acrobatics .","source":["Pathfinder #175: Broken Tusk Moon"],"trigger":"You would be injured by an effect that would bury you, such as an avalanche or a tunnel collapse","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1130","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"envision","actions_number":0,"id":"action-1130","text":" Activate Free Action envision; Trigger You would be injured by an effect that would bury you, such as an avalanche or a tunnel collapse; Requirements You are an expert in Acrobatics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1130"},{"skill_mod":{},"summary":"When you stroke the kadlaka feather, the raven band gives you the effects of speak with animals , except that you can speak with and understand …","primary_source":"Pathfinder #175: Broken Tusk Moon","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1131","frequency":"once per day","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Interact","actions_number":2,"id":"action-1131","text":" Activate Single Action Interact; Frequency once per day; Effect When you stroke the kadlaka feather, the raven band gives you the effects of speak with animals , except that you can speak with and understand only birds, not other animals.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1131"},{"skill_mod":{},"summary":"You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant.","primary_source":"Pathfinder #175: Broken Tusk Moon","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #175: Broken Tusk Moon"],"trigger":"An animal targets you with a melee attack, and you can see the animal","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1132","frequency":"once per hour","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Interact","actions_number":1,"id":"action-1132","text":" Activate Reaction Interact; Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1132"},{"skill_mod":{},"summary":"The Primordial Flame's light intensifies, shedding bright sunlight in a 10-mile radius (and dim light to the next mile) for 1 hour. If the light …","primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1133","frequency":"once per week","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"command, Interact","actions_number":6,"id":"action-1133","text":" Activate Three Actions command, Interact; Frequency once per week; Effect The Primordial Flame's light intensifies, shedding bright sunlight in a 10-mile radius (and dim light to the next mile) for 1 hour. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame attempts to counteract the darkness with a counteract level of 10 and a counteract modifier of +35.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1133"},{"skill_mod":{},"summary":"The Primordial Flame casts a 7th-level sunburst spell. If you can cast spells higher than 7th level, the Primordial Flame automatically …","primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1134","frequency":"once per day","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"command, Interact","actions_number":4,"id":"action-1134","text":" Activate Two Actions command, Interact; Frequency once per day; Effect The Primordial Flame casts a 7th-level sunburst spell. If you can cast spells higher than 7th level, the Primordial Flame automatically heightens sunburst to half your level rounded up.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1134"},{"skill_mod":{},"summary":"The Primordial Flame casts a 5th-level produce flame spell. If you can cast spells higher than 5th level, the Primordial Flame automatically …","primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1135","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"command, Interact","actions_number":4,"id":"action-1135","text":" Activate Two Actions command, Interact; Effect The Primordial Flame casts a 5th-level produce flame spell. If you can cast spells higher than 5th level, the Primordial Flame automatically heightens produce flame to half your level rounded up.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1135"},{"skill_mod":{},"primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert with the affixed weapon.","source":["Pathfinder #176: Lost Mammoth Valley"],"trigger":"Your Strike with the affixed weapon hits a target","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1136","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"envision","actions_number":0,"id":"action-1136","text":" Activate Free Action envision; Trigger Your Strike with the affixed weapon hits a target; Requirements You're an expert with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1136"},{"skill_mod":{},"primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're trained in the affixed weapon.","source":["Pathfinder #176: Lost Mammoth Valley"],"trigger":"You Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1137","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"envision","actions_number":0,"id":"action-1137","text":" Activate Free Action envision; Trigger You Strike with the affixed weapon; Requirements You're trained in the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1137"},{"skill_mod":{},"primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're trained in the affixed weapon.","source":["Pathfinder #176: Lost Mammoth Valley"],"trigger":"You Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1138","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"envision","actions_number":0,"id":"action-1138","text":" Activate Free Action envision; Trigger You Strike with the affixed weapon; Requirements You're trained in the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1138"},{"skill_mod":{},"primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert in Acrobatics .","source":["Pathfinder #176: Lost Mammoth Valley"],"trigger":"You use an action with the move trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1139","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"envision","actions_number":0,"id":"action-1139","text":" Activate Free Action envision; Trigger You use an action with the move trait; Requirements You're an expert in Acrobatics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1139"},{"skill_mod":{},"summary":"Empowered by your determination, your ancestors protect you and your nearby allies. For 1 minute, you and each of your allies within 30 feet gains a …","primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #176: Lost Mammoth Valley"],"trigger":"You succeed or critically succeed at a saving throw against a mental effect that would make you confused, controlled, frightened, or stupefied","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1140","frequency":"once per hour","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"","actions_number":1,"id":"action-1140","text":" Activate Reaction ; Frequency once per hour; Trigger You succeed or critically succeed at a saving throw against a mental effect that would make you confused, controlled, frightened, or stupefied; Effect Empowered by your determination, your ancestors protect you and your nearby allies. For 1 minute, you and each of your allies within 30 feet gains a +1 status bonus to saving throws against mental effects that would make you confused, controlled, frightened, or stupefied.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1140"},{"skill_mod":{},"summary":"You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus …","primary_source":"Pathfinder #176: Lost Mammoth Valley","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're standing on an earthen, icy, or wooden surface","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1141","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Interact","actions_number":2,"id":"action-1141","text":" Activate Single Action Interact; Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1141"},{"skill_mod":{},"summary":"You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost.","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #174: Shadows of the Ancients"],"trigger":"You use an ancestry feat that has a limited number of uses per day","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1145","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":0,"id":"action-1145","text":" Activate Free Action envision; Frequency once per day; Trigger You use an ancestry feat that has a limited number of uses per day; Effect You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1145"},{"skill_mod":{},"summary":" Ancestral Embrace reduces the casting time of this ritual to 1 hour, and you don't need secondary casters for this ritual.","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #174: Shadows of the Ancients"],"trigger":"You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1146","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":0,"id":"action-1146","text":" Activate Free Action envision; Trigger You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry; Effect Ancestral Embrace reduces the casting time of this ritual to 1 hour, and you don't need secondary casters for this ritual.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1146"},{"skill_mod":{},"summary":"The armor casts avatar , granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk , …","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1147","frequency":"once per day","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"command, Interact","actions_number":4,"id":"action-1147","text":" Activate Two Actions command, Interact; Frequency once per day; Effect The armor casts avatar , granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk , ignore difficult terrain and greater difficult terrain; Melee Single Action spear (reach 15 feet, thrown 50 feet), Damage 6d6+6 piercing; Ranged Single Action blowgun (range 120 feet), Damage 1d6+3 piercing plus 5d6 poison.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1147"},{"skill_mod":{},"summary":"You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the …","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The halcyon heart has its net of beads","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1148","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"command, Interact","actions_number":4,"id":"action-1148","text":" Activate Two Actions command, Interact; Requirements The halcyon heart has its net of beads; Effect You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The net also attempts to counteract teleportation effects and planar travel of the creature it's entrapping. The Escape DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to Escape (this is a misfortune effect), and for counteract checks, the net rolls twice and takes the higher result (this is a fortune effect). You can't Perform with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the concentrate trait.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1148"},{"skill_mod":{},"summary":"You cause the body to decompose into a pile of fertile soil. The creature's body is completely destroyed at the start of your next turn, and it can …","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your last action was a melee Strike that killed a living creature or destroyed an undead creature","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1149","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"envision","actions_number":2,"id":"action-1149","text":" Activate Single Action envision; Requirements Your last action was a melee Strike that killed a living creature or destroyed an undead creature; Effect You cause the body to decompose into a pile of fertile soil. The creature's body is completely destroyed at the start of your next turn, and it can only be returned to life with the use of powerful magic such as miracle or wish .","category":"action","actions":"Single Action","rarity":"common","slug":"action-1149"},{"skill_mod":{},"summary":"You pull a seed from the mask and throw it into the soil, where it sprouts. You cast summon plant or fungus ; the spell is heightened to a level …","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are adjacent to the body of a creature you killed that has decomposed into soil","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1150","frequency":"once per hour","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Interact","actions_number":2,"id":"action-1150","text":" Activate Single Action Interact; Frequency once per hour; Requirements You are adjacent to the body of a creature you killed that has decomposed into soil; Effect You pull a seed from the mask and throw it into the soil, where it sprouts. You cast summon plant or fungus ; the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1150"},{"skill_mod":{},"summary":"A silver river flows from your heart, traveling forward in a line that flows around obstacles as if it were water. If Bunta travels at least its …","primary_source":"Pathfinder #174: Shadows of the Ancients","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are piloting Bunta ","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1151","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"command, envision, Interact","actions_number":6,"id":"action-1151","text":" Activate Three Actions command, envision, Interact; Requirements You are piloting Bunta ; Effect A silver river flows from your heart, traveling forward in a line that flows around obstacles as if it were water. If Bunta travels at least its speed along the river each round for 10 minutes, you arrive at another plane as if you cast plane shift . You arrive in a destination you specify, or a random location if you don't have a choice. If Bunta ever does not travel at least its Speed in a round, you can disrupt this activation. If you continue, you have a 1% cumulative chance of ending up in a random extraplanar location for each round that Bunta did not travel at least its Speed, to a maximum of a 60% chance if Bunta didn't travel at least its Speed for the full 10 minutes. As long as you remain on Bunta , you are protected from any harmful effects of the plane's environment. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1151"},{"skill_mod":{},"summary":"The elephant grabs its foe with its trunk and carries it off. The elephant uses Athletics to Grapple a creature up to two sizes smaller than the …","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1156","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Grabbing Trunk","actions_number":4,"id":"action-1156","text":" Grabbing Trunk Two Actions Source Pathfinder #177: Burning Tundra pg. 73 --- The elephant grabs its foe with its trunk and carries it off. The elephant uses Athletics to Grapple a creature up to two sizes smaller than the elephant in its trunk. If its target is grabbed or restrained, the elephant repositions the target to another space in the elephant's reach.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1156"},{"skill_mod":{},"summary":"The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional …","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1157","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Rhinoceros Charge","actions_number":4,"id":"action-1157","text":" Rhinoceros Charge Two Actions Source Pathfinder #177: Burning Tundra pg. 73 --- The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional piercing damage, or 2d8 additional damage if your rhino is nimble or savage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1157"},{"skill_mod":{},"summary":"Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked prone .","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1158","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Lumbering Knockdown","actions_number":4,"id":"action-1158","text":" Lumbering Knockdown Two Actions Source Pathfinder #177: Burning Tundra pg. 74 --- Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1158"},{"skill_mod":{},"summary":"The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is grabbed .","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1159","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Overwhelm","actions_number":4,"id":"action-1159","text":" Overwhelm Two Actions Source Pathfinder #177: Burning Tundra pg. 74 --- The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is grabbed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1159"},{"skill_mod":{},"summary":"You brandish your spirit dwelling at the location where a haunt , ghost , or other incorporeal undead was destroyed within the last minute …","primary_source":"Book of the Dead","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding your spirit dwelling ","source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1160","weakness":{},"name":"Collect Spirit Remnant","trait":["Concentrate","Manipulate"],"actions_number":6,"id":"action-1160","text":" Collect Spirit Remnant Three Actions Source Book of the Dead pg. 23 Requirements You're holding your spirit dwelling --- You brandish your spirit dwelling at the location where a haunt, ghost, or other incorporeal undead was destroyed within the last minute and pray or recite ritual incantations. You coax the spirit remnant into your spirit dwelling.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1160"},{"skill_mod":{},"primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Perception","source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1161","weakness":{},"name":"envision","actions_number":2,"id":"action-1161","text":" Activate Single Action envision; Requirements You are an expert in Perception; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1161"},{"skill_mod":{},"summary":"The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"once per day","source":["Book of the Dead"],"trigger":"You critically hit an undead creature with the celestial peachwood sword ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1162","weakness":{},"name":"envision","actions_number":1,"id":"action-1162","text":" Activate Reaction envision; Trigger You critically hit an undead creature with the celestial peachwood sword ; Requirements once per day; Effect The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking 1d6 negative damage per level of the destroyed undead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1162"},{"skill_mod":{},"summary":"The dawnlight casts 1st-level disrupt undead or light . The dawnlight's spell attack roll and counteract modifier are +7, and any spell …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1163","frequency":"once per day for each spell","weakness":{},"name":"Cast a Spell","id":"action-1163","text":" Activate Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light . The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.","category":"action","rarity":"common","slug":"action-1163"},{"skill_mod":{},"summary":"You hold the sword aloft, making it cast sunburst (DC 38 Reflex save).","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1164","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1164","text":" Activate Two Actions command, envision; Frequency once per day; Effect You hold the sword aloft, making it cast sunburst (DC 38 Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1164"},{"skill_mod":{},"summary":"Reduce the value of the drained condition you gain by 1, and the undead that caused the condition takes 2d6 positive damage.","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"trigger":"You gain the drained condition from an undead creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1165","frequency":"once per day","weakness":{},"name":"envision (positive)","actions_number":1,"id":"action-1165","text":" Activate Reaction envision (positive) Frequency once per day; Trigger You gain the drained condition from an undead creature; Effect Reduce the value of the drained condition you gain by 1, and the undead that caused the condition takes 2d6 positive damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1165"},{"skill_mod":{},"summary":"The chalice fills with a single vial's worth of holy water . The water loses its potency after 1 day if poured into any container other than a …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1166","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-1166","text":" envision Single Action Source Book of the Dead pg. 200 Frequency once per day --- The chalice fills with a single vial's worth of holy water . The water loses its potency after 1 day if poured into any container other than a font specifically sanctified by a cleric of Pharasma. It similarly loses its potency 1 day after being removed from such a font.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1166"},{"skill_mod":{},"summary":"The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The Lady's chalice is full of a vial's worth of holy water ","source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1167","frequency":"once per day","weakness":{},"name":"Strike","actions_number":2,"id":"action-1167","text":" Strike Single Action Source Book of the Dead pg. 200 Frequency once per day Requirements The Lady's chalice is full of a vial's worth of holy water --- The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. If it hits, it deals 2d6 good damage and 2 good splash damage (including to you, if you're evil).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1167"},{"skill_mod":{},"summary":"Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If …","primary_source":"Book of the Dead","trait_group":["Tradition","Class-Specific","School","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1168","weakness":{},"school":"necromancy","name":"Drain Life","trait":["Divine","Eidolon","Necromancy","Negative","Void"],"actions_number":4,"id":"action-1168","text":" Activate Two Actions (Divine, Eidolon, Necromancy, Negative)Drain Life; Effect Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save, with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled. Critical Success No effect. Success Your eidolon drains a small amount of life force. The enemy takes additional negative damage equal to half your level. Failure Your eidolon drains enough life force to satisfy itself. The enemy takes additional negative damage equal to half your level and is drained 1. Your eidolon gains temporary Hit Points equal to the enemy's level, which last for 1 minute. Critical Failure Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy. As failure, but the enemy is drained 2 and the temporary Hit Points are equal to double the enemy's level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1168"},{"skill_mod":{},"summary":"Your ghost unleashes a flurry of emotions, causing small objects and debris to fly about in a 20-foot emanation, dealing 1d6 bludgeoning damage for …","primary_source":"Book of the Dead","trait_group":["Tradition","School"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1169","frequency":"once per hour","weakness":{},"school":"evocation","name":"Telekinetic Assault","trait":["Divine","Evocation"],"actions_number":4,"id":"action-1169","text":" Telekinetic Assault Two Actions Source Book of the Dead pg. 38 Frequency once per hour --- Your ghost unleashes a flurry of emotions, causing small objects and debris to fly about in a 20-foot emanation, dealing 1d6 bludgeoning damage for every 2 levels the ghost has (basic Reflex save). This uses a trained DC using the ghost's Charisma modifier or an expert DC if the ghost is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1169"},{"skill_mod":{},"summary":"The skeletal mount Strides twice, with a +10-foot circumstance bonus to its Speed.","primary_source":"Book of the Dead","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1170","weakness":{},"name":"Gallop","trait":["Move"],"actions_number":4,"id":"action-1170","text":" Gallop Two Actions Source Book of the Dead pg. 38 --- The skeletal mount Strides twice, with a +10-foot circumstance bonus to its Speed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1170"},{"skill_mod":{},"summary":"The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. Regardless of whether it hits, the target and all enemies …","primary_source":"Book of the Dead","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1171","weakness":{},"name":"Screaming Skull","trait":["Auditory","Emotion","Fear","Mental"],"actions_number":4,"id":"action-1171","text":" Screaming Skull Two Actions Source Book of the Dead pg. 38 --- The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. Regardless of whether it hits, the target and all enemies within 10 feet must attempt a Will save or be frightened 1, or frightened 2 on a critical failure. This uses a trained DC using the skeleton's Charisma modifier or an expert DC if the skeleton is specialized. At the start of the skeleton's next turn, the head bounces, rolls, or flies back to reattach. The skeleton is blind while its head is away. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1171"},{"skill_mod":{},"summary":"Your vampiric animal companion attacks a bleeding foe and drinks its blood. Your companion attempts a Strike against a creature currently taking …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1172","weakness":{},"name":"Blood Feast","actions_number":4,"id":"action-1172","text":" Blood Feast Two Actions Source Book of the Dead pg. 39 --- Your vampiric animal companion attacks a bleeding foe and drinks its blood. Your companion attempts a Strike against a creature currently taking persistent bleed damage. The Strike deals 2d8 additional damage. If the Strike hits and deals damage, your vampiric animal companion gains temporary Hit Points equal to half your level that last for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1172"},{"skill_mod":{},"summary":"The zombie tries to grasp and bite a creature. The zombie makes a jaws Strike against the creature. This Strike uses the same statistics as its …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The zombie has a creature grabbed or restrained.","source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1173","weakness":{},"name":"Take a Taste","actions_number":2,"id":"action-1173","text":" Take a Taste Single Action Source Book of the Dead pg. 39 Requirements The zombie has a creature grabbed or restrained. --- The zombie tries to grasp and bite a creature. The zombie makes a jaws Strike against the creature. This Strike uses the same statistics as its normal melee Strike, except its damage die is 1d10 and it deals piercing damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1173"},{"skill_mod":{},"summary":"The horn is clearly audible for hundreds of feet, but within a 20-foot emanation, the sound causes agony in those who wish harm upon the user; the …","primary_source":"Shadows at Sundown","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Shadows at Sundown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1174","frequency":"once per day","weakness":{},"source_group":["Shadows at Sundown"],"primary_source_group":"Shadows at Sundown","name":"Interact","actions_number":4,"id":"action-1174","text":" Activate Two Actions Interact; Frequency once per day; Effect The horn is clearly audible for hundreds of feet, but within a 20-foot emanation, the sound causes agony in those who wish harm upon the user; the horn also sheds bright light in that area and dim light to the next 20 feet. Enemies of the user in this area take 7d6 sonic damage and 7d6 good damage (basic DC 30 Fortitude save). Creatures that are specifically vulnerable to sunlight are also frightened 1 if they fail this save or frightened 2 on a critical failure. This activation also attempts to counteract any darkness or sleep effects in the area (+23 counteract check).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1174"},{"skill_mod":{},"summary":"The armor casts the three-action version of a 6th-level heal spell.","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1176","frequency":"once per day","weakness":{},"name":"Interact","actions_number":6,"id":"action-1176","text":" Activate Three Actions Interact; Frequency once per day; Effect The armor casts the three-action version of a 6th-level heal spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1176"},{"skill_mod":{},"summary":"You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1177","frequency":"once per day","weakness":{},"name":"10 minutes (command, envision, Interact)","id":"action-1177","text":" Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level endure elements . The area created by the banner lasts for 8 hours or until it is removed from the ground. As part of the activation, you can choose to ward the same area with an alarm spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the alarm spell also includes an audible alarm with the sound and volume of a hand bell, which has the auditory trait. You choose the password as you decide to ward the area.","category":"action","rarity":"common","slug":"action-1177"},{"skill_mod":{},"summary":"You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding . This leaves the …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1178","weakness":{},"name":"Interact","actions_number":4,"id":"action-1178","text":" Activate Two Actions Interact; Effect You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding. This leaves the mount covered with the barding and wearing a simple-looking saddle. The bulk of the saddle is unchanged in either form, but your mount is not affected by the restrictions, nor the benefits, of wearing barding while in saddle form. If the mount is already wearing any barding, this has no effect. You can make the barding return to its saddle form by following the same process.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1178"},{"skill_mod":{},"summary":"You play a few notes on the busine. Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be stunned for 1 round, …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1179","frequency":"once per minute","weakness":{},"name":"Interact (auditory)","actions_number":4,"id":"action-1179","text":" Activate Two Actions Interact (auditory) Frequency once per minute; Effect You play a few notes on the busine. Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be stunned for 1 round, or 2 rounds on a critical failure; this is an incapacitation effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1179"},{"skill_mod":{},"summary":"You blow into the busine and conjure a celestial with the effects of a 6th-level summon celestial spell, but there are no alignment …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1180","frequency":"once per day","weakness":{},"name":"command, envision, Interact","actions_number":6,"id":"action-1180","text":" Activate Three Actions command, envision, Interact; Frequency once per day; Effect You blow into the busine and conjure a celestial with the effects of a 6th-level summon celestial spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level summon celestial spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1180"},{"skill_mod":{},"summary":"You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1181","weakness":{},"name":"1 minute (command, envision)","id":"action-1181","text":" Activate 1 minute (command, envision); Effect You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this activation or succeeds at a Will save to prevent you from using the second activation.","category":"action","rarity":"common","slug":"action-1181"},{"skill_mod":{},"summary":"You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was restrained. If the weapon …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1182","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1182","text":" Activate Two Actions command, envision; Effect You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was restrained. If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is broken, and you can't use this activation again until you use the first activation to restore the connection.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1182"},{"skill_mod":{},"summary":"You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1183","frequency":"once per day","weakness":{},"name":"1 minute (command, Interact","id":"action-1183","text":" Activate 1 minute (command, Interact; Frequency once per day; Effect You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the concentrate trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an Interact action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood.","category":"action","rarity":"common","slug":"action-1183"},{"skill_mod":{},"summary":"You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1184","frequency":"once per minute","weakness":{},"name":"envision","actions_number":2,"id":"action-1184","text":" Activate Single Action envision; Frequency once per minute; Effect You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional Deception or Stealth check to remain disguised or hidden from the activation, and the DC of the check is 23 rather than 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1184"},{"skill_mod":{},"summary":"You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1185","frequency":"one per hour","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1185","text":" Activate Two Actions envision, Interact; Frequency one per hour; Effect You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level detect alignment spell but only detects evil undead.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1185"},{"skill_mod":{},"summary":"You conjure a Medium guardian with the effects of the spiritual guardian spell, but it carries a shield instead of weapons and can't attack. The …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1186","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1186","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You conjure a Medium guardian with the effects of the spiritual guardian spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the Raise a Shield action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian . Each time you Sustain the Activation, the guardian moves to the ally, as long as the ally remains within range, and Raises its Shield, granting its bonus again until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian . When the ally receiving the AC bonus takes damage beyond the 10 that's redirected to the guardian, you can use a reaction to have the guardian reduce damage for your ally even more by interposing itself further. When it blocks damage in this way, it reduces the damage your ally takes by an additional 20 (for a total of 30 damage reduced), but Dismisses the guardian, immediately ending the activation.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1186"},{"skill_mod":{},"summary":"You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"trigger":"Your attack roll with the knight captain's lance is a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1187","weakness":{},"name":"Interact","actions_number":1,"id":"action-1187","text":" Activate Reaction Interact; Trigger Your attack roll with the knight captain's lance is a critical success; Effect You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1187"},{"skill_mod":{},"summary":"You shout an oath to protect the innocent and weak, and the shield gives off bright light . All enemies in a 30- foot radius around you must attempt …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1188","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":6,"id":"action-1188","text":" Activate Three Actions command, Interact; Frequency once per day; Effect You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects. Success The creature is unaffected. Failure For 1 round, the creature ignores other creatures in the area and concentrates on bringing you down. The creature will still attack anyone preventing them from attacking you, uses tactics deemed most convenient to defeat you, and works with other creatures that confront you. Critical Failure As failure, but the duration is 1 minute.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1188"},{"skill_mod":{},"summary":"You Mount the creature wearing the swiftmount saddle .","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're adjacent to the creature wearing the swiftmount saddle and could Mount it","source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1189","frequency":"once per day","weakness":{},"name":"Interact","actions_number":0,"id":"action-1189","text":" Activate Free Action Interact; Frequency once per day; Requirements You're adjacent to the creature wearing the swiftmount saddle and could Mount it; Effect You Mount the creature wearing the swiftmount saddle .","category":"action","actions":"Free Action","rarity":"common","slug":"action-1189"},{"skill_mod":{},"summary":"You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1190","frequency":"once per day","weakness":{},"name":"10 minutes (envision, Interact; auditory, linguistics)","id":"action-1190","text":" Activate 10 minutes (envision, Interact; auditory, linguistics) Frequency once per day; Effect You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time.","category":"action","rarity":"common","slug":"action-1190"},{"skill_mod":{},"summary":"You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"trigger":"You damage an undead creature with the undead scourge ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1191","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":0,"id":"action-1191","text":" Activate Free Action Interact; Frequency once per hour; Trigger You damage an undead creature with the undead scourge ; Effect You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless the effect attempting to heal the undead first counteracts the undead scourge's effect, with a counteract level of 4 and DC of 25. Positive energy still has the usual effects on the undead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1191"},{"skill_mod":{},"summary":"You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1192","weakness":{},"name":"10 minutes (Interact)","id":"action-1192","text":" Activate 10 minutes (Interact); Effect You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 minutes, the whistle is attuned to that creature. The whistle can be attuned to only one creature at any time, but you can attune it to a new one with another 10-minute activation.","category":"action","rarity":"common","slug":"action-1192"},{"skill_mod":{},"summary":"You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1193","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-1193","text":" Activate Two Actions Interact; Frequency once per day; Effect You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1193"},{"skill_mod":{},"summary":"You extinguish the fuse","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1194","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1194","text":" Activate Single Action Interact; Effect You extinguish the fuse","category":"action","actions":"Single Action","rarity":"common","slug":"action-1194"},{"skill_mod":{},"primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert with the affixed firearm.","source":["Pathfinder #179: Cradle of Quartz"],"trigger":"You attack with the affixed firearm","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1195","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"envision","actions_number":0,"id":"action-1195","text":" Activate Free Action envision; Trigger You attack with the affixed firearm; Requirements You're an expert with the affixed firearm.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1195"},{"skill_mod":{},"primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert with the affixed weapon.","source":["Pathfinder #179: Cradle of Quartz"],"trigger":"You hit with a ranged Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1196","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"envision","actions_number":0,"id":"action-1196","text":" Activate Free Action envision; Trigger You hit with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1196"},{"skill_mod":{},"primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert with the affixed weapon.","source":["Pathfinder #179: Cradle of Quartz"],"trigger":"You hit a target with a ranged Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1197","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"envision","actions_number":0,"id":"action-1197","text":" Activate Free Action envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1197"},{"skill_mod":{},"primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert in Stealth .","source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1198","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1198","text":" Activate Single Action Interact; Requirements You're an expert in Stealth.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1198"},{"skill_mod":{},"primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're a master in Arcana , Nature , Occultism , or Religion .","source":["Pathfinder #179: Cradle of Quartz"],"trigger":"You hit a target within 120 feet with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1199","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":2,"id":"action-1199","text":" Activate Single Action command; Trigger You hit a target within 120 feet with the affixed weapon; Requirements You're a master in Arcana, Nature, Occultism, or Religion.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1199"},{"skill_mod":{},"primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're an expert in Stealth .","source":["Pathfinder #179: Cradle of Quartz"],"trigger":"You roll for initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1200","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":0,"id":"action-1200","text":" Activate Free Action Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1200"},{"skill_mod":{},"summary":"The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The gyroscopic stabilizer is attached to a one-handed firearm without the fatal or fatal aim traits","source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1201","frequency":"once per hour","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1201","text":" Activate Single Action Interact; Frequency once per hour; Requirements The gyroscopic stabilizer is attached to a one-handed firearm without the fatal or fatal aim traits; Effect The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the fatal trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1201"},{"skill_mod":{},"summary":" Jax casts heroism on you.","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1202","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":4,"id":"action-1202","text":" Activate Two Actions command; Frequency once per day; Effect Jax casts heroism on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1202"},{"skill_mod":{},"summary":" Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of Lamashtu , you take a –2 …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1203","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":4,"id":"action-1203","text":" Activate Two Actions command; Frequency once per day; Effect Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of Lamashtu, you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1203"},{"skill_mod":{},"summary":"The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are concealed …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1204","frequency":"once per hour","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact (poison)","actions_number":4,"id":"action-1204","text":" Activate Two Actions Interact (poison) Frequency once per hour; Effect The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are concealed while inside the smog, and other creatures are concealed to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-foot-radius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes sickened 1. The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can Dismiss the effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1204"},{"skill_mod":{},"summary":"The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The smogger's above activation is in effect","source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1205","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact (poison)","actions_number":4,"id":"action-1205","text":" Activate Two Actions Interact (poison) Frequency once per day; Requirements The smogger's above activation is in effect; Effect The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 1 (or increases their sickened condition value to 2 if it isn't holding its breath). The creature also takes 4d6 poison damage. Critical Failure As failure, but the creature takes 8d6 poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1205"},{"skill_mod":{},"summary":"The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1206","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"envision, Interact","actions_number":4,"id":"action-1206","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes 4d6 piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1206"},{"skill_mod":{},"summary":"The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1207","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"envision","actions_number":2,"id":"action-1207","text":" Activate Single Action envision; Frequency once per day; Effect The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against olfactory effects. This effect ends immediately if the containment contraption becomes broken.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1207"},{"skill_mod":{},"summary":"By timing the sweeping arcs of your Trip attempt to the built-in metronome of a metronomic hammer , you gain a +1 item bonus to your Athletics …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"trigger":"You attempt to Trip a creature with the metronomic hammer ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1208","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"envision","actions_number":1,"id":"action-1208","text":" Activate Reaction envision; Trigger You attempt to Trip a creature with the metronomic hammer ; Effect By timing the sweeping arcs of your Trip attempt to the built-in metronome of a metronomic hammer , you gain a +1 item bonus to your Athletics check to Trip the target. This item bonus increases by 1 with every subsequent Trip attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third Trip. The bonus resets to +1 if you successfully Trip the target, if you critically fail to Trip the target, or if your turn ends.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1208"},{"skill_mod":{},"summary":"The winder's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1209","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"varies (Interact)","id":"action-1209","text":" Activate varies (Interact); Effect The winder's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature in half the usual time. When you activate a winder's ring in this way, attempt a DC 16 flat check. On a failure, the winder's ring exhausts itself, and you can't activate it again until the next time you make your daily preparations.","category":"action","rarity":"common","slug":"action-1209"},{"skill_mod":{},"summary":"The winder's ring transforms into a clockwork spy that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1210","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1210","text":" Activate Single Action Interact; Frequency once per day; Effect The winder's ring transforms into a clockwork spy that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the minion trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1210"},{"skill_mod":{},"summary":"Activating a stick of pyronite is usually a two-action activity. First, you interact with the pyronite to light its fuse with a source of fire. This …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1214","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1214","text":" Activate Single Action or Two Actions Interact; Effect Activating a stick of pyronite is usually a two-action activity. First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an Interact action with the ranged trait) up to 50 feet away—if you hurl it into an existing fire, you don't need to take the initial action to light its fuse and can Activate the pyronite with only one action. You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an Interact action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take 3d6 fire damage and 3d6 bludgeoning damage. Critical Success The creature is unaffected. Success The creature takes half damage and is deafened for 1 round. Failure The creature takes full damage and is deafened for 1 minute. Critical Failure The creature takes double damage and is knocked prone, stunned 1, and deafened for 1 hour.","category":"action","actions":"Single Action or Two Actions","rarity":"common","slug":"action-1214"},{"skill_mod":{},"summary":"You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1215","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1215","text":" Activate Single Action Interact; Effect You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1215"},{"skill_mod":{},"summary":"You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1216","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact","actions_number":2,"id":"action-1216","text":" Activate Single Action Interact; Effect You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same Interact action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1216"},{"skill_mod":{},"summary":"You afflict a creature you can see with a hex of impending doom . The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with …","primary_source":"Pathfinder #180: The Smoking Gun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1217","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":2,"id":"action-1217","text":" Activate Single Action command; Frequency once per day; Effect You afflict a creature you can see with a hex of impending doom . The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it. Critical Success The creature is unaffected. Success The creature is frightened 1. It also takes 1d6 persistent mental damage. Failure The creature is frightened 2. It also takes 2d6 persistent mental damage. Critical Failure The creature is frightened 2 and slowed 1 for 1 minute. It also takes 4d6 persistent mental damage and is cursed with a hex of impending doom . If the target falls unconscious from damage dealt by this Strike or the persistent mental damage, it remains unconscious for 1 day or until this curse is removed. After 1 day, if the creature is still unconscious, it must succeed at a DC 28 Fortitude save or die; this effect has the death and incapacitation traits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1217"},{"skill_mod":{},"summary":"The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options. You're …","primary_source":"Pathfinder #180: The Smoking Gun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"trigger":"An enemy within 30 feet damages you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1218","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":1,"id":"action-1218","text":" Activate Reaction command; Frequency once per day; Trigger An enemy within 30 feet damages you; Effect The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options. You're unharmed by the triggering damage. You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn and takes 4 persistent good damage. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1218"},{"skill_mod":{},"summary":"You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save.","primary_source":"Pathfinder #180: The Smoking Gun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The blast lance is loaded with a round","source":["Pathfinder #180: The Smoking Gun"],"trigger":"You strike a foe with the blast lance ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1219","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":0,"id":"action-1219","text":" Activate Free Action command; Trigger You strike a foe with the blast lance ; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save. Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams. Success The target takes half the fire damage. Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction. Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1219"},{"skill_mod":{},"summary":"The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any …","primary_source":"Pathfinder #180: The Smoking Gun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"trigger":"You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1220","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"command","actions_number":1,"id":"action-1220","text":" Activate Reaction command; Trigger You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon; Effect The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any circumstances. You become immobilized, gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage (this doesn't damage the blast suit ). These effects persist for as long as the suit remains in the locked position. You can Interact with the suit to unlock it.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1220"},{"skill_mod":{},"summary":"You set the erraticannon to maximum power and unleash a blast that deals 1d6 acid, 1d6 cold, 1d6 electricity, 1d6 fire, 1d6 sonic, 1d6 bludgeoning, …","primary_source":"Pathfinder #180: The Smoking Gun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1221","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"","actions_number":4,"id":"action-1221","text":" Activate Two Actions ; Frequency once per day; Effect You set the erraticannon to maximum power and unleash a blast that deals 1d6 acid, 1d6 cold, 1d6 electricity, 1d6 fire, 1d6 sonic, 1d6 bludgeoning, 1d6 piercing, and 1d6 slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1221"},{"skill_mod":{},"summary":"You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious , …","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied .","source":["Dark Archive"],"trigger":"Your turn begins.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1222","weakness":{},"name":"Unleash Psyche","trait":["Psychic"],"actions_number":0,"id":"action-1222","text":" Unleash Psyche Free Action Source Dark Archive pg. 12 Trigger Your turn begins. Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied. --- You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. You're constantly surrounded by the visual manifestation of your psychic magic. When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting. You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1222"},{"skill_mod":{},"summary":"Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes …","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1223","weakness":{},"school":"enchantment","name":"Restore the Mind","trait":["Emotion","Enchantment","Healing","Mental","Psyche","Psychic"],"actions_number":2,"id":"action-1223","text":" Restore the Mind Single Action Source Dark Archive pg. 15 --- 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. The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends. The ally regains Hit Points equal to 2 + double your level. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1223"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archive","trait_group":["School","Tradition","Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1224","weakness":{},"school":"divination","name":"Recall the Teachings","trait":["Divination","Occult","Psyche","Psychic"],"actions_number":2,"id":"action-1224","text":" Recall the Teachings Single Action Source Dark Archive pg. 15 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1224"},{"skill_mod":{},"summary":"Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. …","primary_source":"Dark Archive","trait_group":["Mechanics","Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1225","weakness":{},"name":"Calculate Threats","trait":["Mental","Psyche","Psychic"],"actions_number":2,"id":"action-1225","text":" Calculate Threats Single Action Source Dark Archive pg. 16 --- Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1225"},{"skill_mod":{},"summary":"Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until …","primary_source":"Dark Archive","trait_group":["School","Monster","Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1226","weakness":{},"school":"illusion","name":"Fade into Daydreams","trait":["Illusion","Psyche","Psychic"],"actions_number":2,"id":"action-1226","text":" Fade into Daydreams Single Action Source Dark Archive pg. 16 --- Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until the start of your next turn. This concealment can't be used to Hide, as normal for concealing effects that leave your location obvious.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1226"},{"skill_mod":{},"summary":"You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the …","primary_source":"Dark Archive","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your implement .","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1227","frequency":"once per round","weakness":{},"name":"Exploit Vulnerability","trait":["Esoterica","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-1227","text":" Exploit Vulnerability Single Action Source Dark Archive pg. 32 Frequency once per round Requirements You are holding your implement. --- You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1227"},{"skill_mod":{},"summary":"You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified …","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round.","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1228","frequency":"once per round","weakness":{},"school":"divination","name":"Intensify Vulnerability","trait":["Concentrate","Divination","Esoterica","Magical","Thaumaturge"],"actions_number":2,"id":"action-1228","text":" Intensify Vulnerability Single Action Source Dark Archive pg. 35 Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. --- You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1228"},{"skill_mod":{},"summary":"You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering …","primary_source":"Dark Archive","trait_group":["School","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding your amulet implement and are benefiting from Exploit Vulnerability.","source":["Dark Archive"],"trigger":"The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1229","weakness":{},"school":"abjuration","name":"Amulet's Abeyance","trait":["Abjuration","Magical","Manipulate","Thaumaturge"],"actions_number":1,"id":"action-1229","text":" Amulet's Abeyance Reaction Source Dark Archive pg. 36 Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you. Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability. --- You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1229"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archive","trait_group":["Sense","Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your bell implement, and the triggering creature is within 30 feet of you.","source":["Dark Archive"],"trigger":"The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1230","weakness":{},"school":"enchantment","name":"Ring Bell","trait":["Auditory","Emotion","Enchantment","Magical","Manipulate","Mental","Thaumaturge"],"actions_number":1,"id":"action-1230","text":" Ring Bell Reaction Source Dark Archive pg. 37 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. 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. 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). ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1230"},{"skill_mod":{},"summary":"You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip …","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your chalice implement.","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1231","frequency":"once per round","weakness":{},"school":"necromancy","name":"Drink from the Chalice","trait":["Magical","Manipulate","Necromancy","Thaumaturge"],"actions_number":2,"id":"action-1231","text":" Drink from the Chalice Single Action Source Dark Archive pg. 37 Frequency once per round Requirements You are holding your chalice implement. --- You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. Sip A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. Drain (healing, positive) Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has negative healing, it can still heal in this way, and the effect has the negative trait instead of healing and positive. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1231"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archive","trait_group":["School","Monster","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding your mirror implement.","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1232","weakness":{},"school":"illusion","name":"Mirror's Reflection","trait":["Illusion","Magical","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-1232","text":" Mirror's Reflection Single Action Source Dark Archive pg. 39 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1232"},{"skill_mod":{},"summary":"You fling magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the target, with a basic Reflex save …","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your wand implement.","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1233","weakness":{},"school":"evocation","name":"Fling Magic","trait":["Concentrate","Evocation","Magical","Manipulate","Thaumaturge"],"actions_number":4,"id":"action-1233","text":" Fling Magic Two Actions Source Dark Archive pg. 41 Requirements You are holding your wand implement. --- You fling magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do so, the wand takes 1d4 rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a Strike, your wand recharges immediately as it draws in power from the clash. Special This activity has the trait corresponding to the damage type you selected.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1233"},{"remaster_name":["Implements Interruption"],"skill_mod":{},"summary":"Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon …","primary_source":"Dark Archive","trait_group":["School","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.","source":["Dark Archive"],"trigger":"The target of your Exploit Vulnerability uses a concentrate , manipulate , or move action, or leaves a square during a move action it's using.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1234","weakness":{},"school":"evocation","name":"Implement's Interruption","trait":["Evocation","Magical","Thaumaturge"],"actions_number":1,"id":"action-1234","text":" Implement's Interruption Reaction Source Dark Archive pg. 41 Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. --- Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1234"},{"skill_mod":{},"summary":"You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Armor of Insight …","primary_source":"Dark Archive","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in a psychic duel and are psychically centered.","source":["Dark Archive"],"trigger":"Your opponent uses a psychic manifestation against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1235","weakness":{},"name":"Psychic Defense","trait":["Concentrate","Magical"],"actions_number":1,"id":"action-1235","text":" Psychic Defense Reaction Source Dark Archive pg. 201 Trigger Your opponent uses a psychic manifestation against you. Requirements You're in a psychic duel and are psychically centered. --- You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Armor of Insight (Perception) Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. Empathic Orbit (Diplomacy) Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. Ire's Spear (Intimidation) Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. Rational Labyrinth (Occultism) Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. Sensory Phantasm (Deception) Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1235"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archive","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in a psychic duel and are trained in the skill matching the psychic center you are changing to.","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1236","weakness":{},"name":"Recenter","trait":["Concentrate"],"actions_number":2,"id":"action-1236","text":" Recenter Single Action Source Dark Archive pg. 201 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1236"},{"remaster_name":["(manipulate, polymorph, primal)"],"skill_mod":{},"summary":"The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1237","frequency":"once per day","weakness":{},"name":"Interact (polymorph, primal, transmutation)","id":"action-1237","text":" Activate Interact (polymorph, primal, transmutation) Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid. While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.","category":"action","rarity":"common","slug":"action-1237"},{"remaster_name":["(fortune, manipulate, occult)"],"skill_mod":{},"summary":"You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1238","frequency":"once per month","weakness":{},"name":"Interact (divination, fortune, occult)","id":"action-1238","text":" Activate Interact (divination, fortune, occult) Frequency once per month; Effect You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck.","category":"action","rarity":"common","slug":"action-1238"},{"remaster_name":["1 minute (manipulate)"],"skill_mod":{},"summary":"You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1239","weakness":{},"name":"1 minute (Interact)","id":"action-1239","text":" Activate 1 minute (Interact); Effect You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent.","category":"action","rarity":"common","slug":"action-1239"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1240","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-1240","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is invisible, creatures can still read lips and body language through the wall.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1240"},{"remaster_name":["(auditory, emotion, incapacitation, magical, manipulate, mental)"],"skill_mod":{},"summary":"You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Performance ","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1241","frequency":"once per hour","weakness":{},"name":"Interact (auditory, emotion, enchantment, incapacitation, magical, mental)","actions_number":4,"id":"action-1241","text":" Activate Two Actions Interact (auditory, emotion, enchantment, incapacitation, magical, mental) Frequency once per hour; Requirements You're trained in Performance; Effect You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1241"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1242","frequency":"once per minute","weakness":{},"name":"concentrate, Interact","actions_number":2,"id":"action-1242","text":" Activate Single Action concentrate, Interact; Frequency once per minute; Effect You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation effect that existed within the last 1 minute (such as the space where a creature just cast dimension door ). Attempt an Occultism check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the teleportation effect (for example “the Plane of Fire,” “north,” or “Avistan”). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door ) or within a few miles for long-range effects (such as teleport , plane shift , or interdimensional portals).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1242"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1243","frequency":"once per day","weakness":{},"name":"","actions_number":2,"id":"action-1243","text":" Activate Single Action ; Frequency once per day; Effect You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1243"},{"skill_mod":{},"primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"trigger":"varies, see entry","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1244","weakness":{},"name":"envision","actions_number":0,"id":"action-1244","text":" Activate Free Action envision; Trigger varies, see entry; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1244"},{"remaster_name":["1 hour (concentrate, manipulate)"],"skill_mod":{},"summary":"You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren't drained ","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1245","weakness":{},"name":"1 hour (envision, Interact)","id":"action-1245","text":" Activate 1 hour (envision, Interact); Requirements You aren't drained; Effect You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.","category":"action","rarity":"common","slug":"action-1245"},{"remaster_name":["1 minute (concentrate, manipulate)"],"skill_mod":{},"summary":"You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1246","frequency":"once per week","weakness":{},"name":"1 minute (envision, Interact)","id":"action-1246","text":" Activate 1 minute (envision, Interact); Frequency once per week; Effect You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass' s vision and the greater suffering its curse attempted to create.","category":"action","rarity":"common","slug":"action-1246"},{"remaster_name":["(manipulate)"],"skill_mod":{},"summary":"You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1247","weakness":{},"name":"Interact","id":"action-1247","text":" Activate Interact; Effect You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone , with a DC 30 Fortitude save to resist. If you become petrified, you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke.","category":"action","rarity":"common","slug":"action-1247"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You present the tablet to a ghost , or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1248","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1248","text":" Activate Two Actions envision, Interact; Effect You present the tablet to a ghost, or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished business that keeps this spirit from rest. Upon reading the tablet's words, you are subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1248"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1249","frequency":"once per day","weakness":{},"name":"envision, command","actions_number":4,"id":"action-1249","text":" Activate Two Actions envision, command; Frequency once per day; Effect You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you envisioned comes tumbling out into your hand.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1249"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You look through the glass eye sealing your bargained contract . The contract casts see invisibility affecting you.","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1250","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1250","text":" Activate Two Actions command; Frequency once per day; Effect You look through the glass eye sealing your bargained contract . The contract casts see invisibility affecting you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1250"},{"remaster_name":["(manipulate)"],"skill_mod":{},"summary":"You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have used Impersonate and molded your face into a different face","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1251","weakness":{},"name":"Interact","actions_number":4,"id":"action-1251","text":" Activate Two Actions Interact; Requirements You have used Impersonate and molded your face into a different face; Effect You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1251"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison .","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1252","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1252","text":" Activate Two Actions command; Frequency once per day; Effect You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1252"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"trigger":"You start your turn flat-footed or confused ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1253","frequency":"once per day","weakness":{},"name":"command","actions_number":0,"id":"action-1253","text":" Activate Free Action command; Frequency once per day; Trigger You start your turn flat-footed or confused; Effect A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the flat-footed or confused condition until the start of your next turn. You can use this free action when you are confused, even though you normally can't take actions of your choice when confused.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1253"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1254","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1254","text":" Activate Two Actions command; Frequency once per day; Effect You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1254"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You drink from the vial of water that seals your bargained contract . You gain the effects of a 9th-level, 2-action heal spell.","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1255","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-1255","text":" Activate Two Actions command; Frequency once per day; Effect You drink from the vial of water that seals your bargained contract . You gain the effects of a 9th-level, 2-action heal spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1255"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1256","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1256","text":" Activate Two Actions command, envision; Frequency once per day; Effect You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single Performance check against the Perception DC of the creature. On a success, the creature is affected as though by a successful Deception check to Create a Diversion. The entity that holds your contract can influence this performance as well.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1256"},{"skill_mod":{},"summary":"Your skeletal bird of prey makes an earsplitting, unnatural screech, deafening and startling an enemy within 30 feet. The target must attempt a …","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Sense"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1267","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Unnerving Screech","trait":["Auditory"],"actions_number":2,"id":"action-1267","text":" Unnerving Screech Single Action Source Pathfinder #181: Zombie Feast pg. 77 --- Your skeletal bird of prey makes an earsplitting, unnatural screech, deafening and startling an enemy within 30 feet. The target must attempt a Fortitude save. The target is then temporarily immune for 1 hour. The frightened condition is a mental, emotion, and fear effect, but the creature can still be deafened if it's immune to these. Critical Success The target is unaffected. Success The target is deafened for 1 round and frightened 1. Failure The target is deafened for 1 minute and frightened 1. Critical Failure The target is deafened for 10 minutes and frightened 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1267"},{"skill_mod":{},"summary":"The skeletal constrictor deals 12 piercing damage to the grabbed creature with its sharp ribs; the creature must attempt a basic Fortitude save. If …","primary_source":"Pathfinder #181: Zombie Feast","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The constrictor has a creature grabbed .","source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1268","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Bony Constriction","actions_number":2,"id":"action-1268","text":" Bony Constriction Single Action Source Pathfinder #181: Zombie Feast pg. 77 Requirements The constrictor has a creature grabbed. --- The skeletal constrictor deals 12 piercing damage to the grabbed creature with its sharp ribs; the creature must attempt a basic Fortitude save. If the constrictor is a specialized companion, increase this damage to 20. This uses a trained DC using the constrictor's Constitution modifier, or an expert DC if the constrictor is specialized.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1268"},{"skill_mod":{},"summary":"The hand attempts to Grapple a Medium or smaller creature by the throat. If the Grapple succeeds, in addition to the normal effects, the creature …","primary_source":"Pathfinder #181: Zombie Feast","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1269","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Grip Throat","actions_number":2,"id":"action-1269","text":" Grip Throat Single Action Source Pathfinder #181: Zombie Feast pg. 78 --- The hand attempts to Grapple a Medium or smaller creature by the throat. If the Grapple succeeds, in addition to the normal effects, the creature has difficulty speaking. While it remains grabbed or restrained by the hand, it must spend an extra action to perform any action that has the verbal trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1269"},{"skill_mod":{},"summary":"Your bird picks at the wound it just created. The target of its jaws Strike takes 1d8 bleed damage , or 2d8 bleed damage if the bird is specialized.","primary_source":"Pathfinder #181: Zombie Feast","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The animal companion's last action was a successful jaws Strike.","source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1270","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Pick at the Meat","actions_number":2,"id":"action-1270","text":" Pick at the Meat Single Action Source Pathfinder #181: Zombie Feast pg. 78 Requirements The animal companion's last action was a successful jaws Strike. --- Your bird picks at the wound it just created. The target of its jaws Strike takes 1d8 bleed damage, or 2d8 bleed damage if the bird is specialized.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1270"},{"skill_mod":{},"summary":"The zombie mount Strides twice, spraying putrid spittle as it runs. Once during this movement, choose a creature adjacent to the zombie mount. The …","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Affliction","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1271","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Disgusting Gallop","trait":["Disease","Move"],"actions_number":4,"id":"action-1271","text":" Disgusting Gallop Two Actions Source Pathfinder #181: Zombie Feast pg. 78 --- The zombie mount Strides twice, spraying putrid spittle as it runs. Once during this movement, choose a creature adjacent to the zombie mount. The spittle splashes on it, and the creature must succeed at a Fortitude save or be sickened 1. The creature is then temporarily immune to the spittle for 24 hours. This uses a trained DC using the zombie mount's Constitution modifier, or an expert DC if the mount is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1271"},{"skill_mod":{},"primary_source":"Travel Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Travel Guide"],"trigger":"You use Quick Alchemy to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1272","weakness":{},"name":"","actions_number":0,"id":"action-1272","text":" Activate Free Action ; Trigger You use Quick Alchemy to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1272"},{"skill_mod":{},"summary":"As you stir the cauldron, one object that has been in it for at least an hour transforms into raw materials with a value of one half the object's …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The cauldron must be filled with boiling water for at least 1 hour","source":["Pathfinder #182: Graveclaw"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1273","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":6,"id":"action-1273","text":" Activate Three Actions Interact; Requirements The cauldron must be filled with boiling water for at least 1 hour; Effect As you stir the cauldron, one object that has been in it for at least an hour transforms into raw materials with a value of one half the object's Price; art objects are instead transformed into raw materials with a value equal to their Price. The cauldron produces raw materials associated with the object but unaffected by immersion in boiling water. For example, a magical broom might be rendered into a block of dense, valuable wood, while a gilt-edged portrait might be transformed into a lump of gold. Objects removed from the cauldron before an hour passes can't be transformed and they might be damaged or ruined by water and heat.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1273"},{"skill_mod":{},"summary":"As you stir the cauldron, its contents transform into 10 meals suitable for undead consumption. Each meal must be ladled from the cauldron …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The cauldron must be filled with water, herbs, bones, and raw meat, and kept at a boil for 1 hour","source":["Pathfinder #182: Graveclaw"],"trigger":"once per day","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1274","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":6,"id":"action-1274","text":" Activate Three Actions Interact; Trigger once per day; Requirements The cauldron must be filled with water, herbs, bones, and raw meat, and kept at a boil for 1 hour; Effect As you stir the cauldron, its contents transform into 10 meals suitable for undead consumption. Each meal must be ladled from the cauldron individually as a 3-action activity and must be eaten within 1 hour of removal. An undead creature that consumes a meal from the cauldron regains 5d8 Hit Points and gains the benefits of 4th-level restoration that you choose; living creatures who consume a meal from the cauldron take 5d8 negative damage (DC 27 basic Fortitude save) instead. Any meals remaining in the cauldron 24 hours after activation become inedible slurry.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1274"},{"skill_mod":{},"summary":"The gingerbread house expands into a spacious and comfortable two-story cottage with a fenced yard. Although fully furnished with beds, chairs, …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #182: Graveclaw"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1275","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"1 minute (command, envision, Interact)","actions_number":6,"id":"action-1275","text":" Activate Three Actions 1 minute (command, envision, Interact); Effect The gingerbread house expands into a spacious and comfortable two-story cottage with a fenced yard. Although fully furnished with beds, chairs, tables, and so on, it and all its contents are made of magical gingerbread and candy. It includes a hearth that keeps the entire house warm but doesn't damage its composition. The house's cupboards are supplied with candy and cocoa sufficient to sustain 10 Medium creatures that eat roughly as much as a human for as long as the house remains activated. Creatures who spend an entire day and night resting in a gingerbread house recover Hit Points at twice the normal rate; if they successfully save against an affliction, they reduce the stage of that affliction by an additional step. When not activated the gingerbread house has Hardness 0, 2 Hit Points, and a BT of 1. Once activated, it has Hardness 0, 40 HP, and a BT of 20. Any damage done to the activated house—including eating any part of its structure—remains when the house returns to its un-activated size.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1275"},{"skill_mod":{},"summary":"You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #182: Graveclaw"],"trigger":"once per day","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1276","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"(emotion, enchantment, fear, mental, visual)","actions_number":2,"id":"action-1276","text":" Activate Single Action (emotion, enchantment, fear, mental, visual) Trigger once per day; Effect You target a creature within 30 feet that must be able to see the frightful hag eye ; the target must attempt a DC 19 Will save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1276"},{"skill_mod":{},"summary":"You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #182: Graveclaw"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1277","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"(death, necromancy, visual)","actions_number":4,"id":"action-1277","text":" Activate Two Actions (death, necromancy, visual) Effect You target a creature within 30 feet that must be able to see the smoky hag eye . The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 3.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1277"},{"skill_mod":{},"summary":"You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #182: Graveclaw"],"trigger":"once per round","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1278","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"(incapacitation, transmutation, visual)","actions_number":4,"id":"action-1278","text":" Activate Two Actions (incapacitation, transmutation, visual) Trigger once per round; Effect You target a creature within 30 feet that can see the stony hag eye . The target must attempt a DC 22 Fortitude save. On a failure, it's slowed 1 for 1 minute; on a critical failure, if the creature is already slowed, it's permanently petrified. Touching the stony hag eye to the petrified creature (a single action with the manipulate trait) removes the petrified condition.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1278"},{"skill_mod":{},"summary":"As you stir the cauldron, one object that has been in it for at least an hour transforms into raw materials with a value of one half the object's …","primary_source":"Pathfinder #182: Graveclaw","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #182: Graveclaw"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1279","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":6,"id":"action-1279","text":" Activate Three Actions Interact; Effect As you stir the cauldron, one object that has been in it for at least an hour transforms into raw materials with a value of one half the object's Price; art objects are instead transformed into raw materials with a value equal to their Price. The cauldron produces raw materials associated with the object but unaffected by immersion in boiling water. For example, a magical broom might be rendered into a block of dense, valuable wood, while a gilt-edged portrait might be transformed into a lump of gold. Objects removed from the cauldron before an hour passes can't be transformed and they might be damaged or ruined by water and heat.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1279"},{"skill_mod":{},"summary":"When you Activate the ebon marionette while envisioning a specific creature within 40 feet, you can force the creature to mimic a single action you …","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #183: Field of Maidens"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1280","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision, Interact","actions_number":6,"id":"action-1280","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect When you Activate the ebon marionette while envisioning a specific creature within 40 feet, you can force the creature to mimic a single action you make with the puppet. You might command the creature to throw down its weapon, run away, or attack an ally. Whenever you issue a command, the creature must succeed at a DC 28 Will save or be forced to follow the command as its first action on its next turn. If you command it to do something that takes more than 1 action, it accomplishes only as much as it can with 1 action. You can Sustain the Activation for up to 1 minute; each time you do, you give the target another command by manipulating the marionette, and the target makes another Will save. If the target succeeds at its save, the effect ends. Sustaining the Activation has no effect if the creature already has a command, so you can't dictate more than one of its actions per turn.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1280"},{"skill_mod":{},"summary":"Attempt a melee Strike with the gloaming arc . On a hit, you slice away the target's shadow from its body and it must attempt a DC 30 Fortitude save.","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #183: Field of Maidens"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1281","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision, Interact","actions_number":6,"id":"action-1281","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect Attempt a melee Strike with the gloaming arc . On a hit, you slice away the target's shadow from its body and it must attempt a DC 30 Fortitude save. Critical Success The target is unaffected. Success The target is enfeebled 1 for 1 round. Failure The target is enfeebled 2 for 1 minute and drained 1. The target doesn't cast a shadow until it is no longer drained. Critical Failure As failure, but drained 2.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1281"},{"skill_mod":{},"summary":"You cause the dollhouse to grow into a mansion, 60 feet across and 20 feet high, with a dozen rooms. The mansion pushes aside rather than traps …","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #183: Field of Maidens"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1282","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"1 minute (command, envision, Interact)","id":"action-1282","text":" Activate 1 minute (command, envision, Interact); Effect You cause the dollhouse to grow into a mansion, 60 feet across and 20 feet high, with a dozen rooms. The mansion pushes aside rather than traps creatures in the area when it is created. The door appears in front of you; it bears no lock and provides easy entrance to anyone. The mansion's interior is well-appointed and dimly lit via wall sconces and fireplaces that emit pale, heatless flames. Each day at dusk, the mansion's dining room produces enough fine food and water to sustain the creatures in the manor at that time. Except for this nourishment, everything inside the manor is nearly impossible to break; even the flimsiest chairs and thinnest draperies have Hardness 20. The material inside the mansion vanishes if removed, but is replaced with the next activation. Although the mansion is easy for anyone to enter, only you and other creatures you designate when you activate the manor can leave it. Others find themselves entering some other part of the mansion when they leave through a door or window, rather than exiting. A creature that succeeds at a DC 30 Occultism check when attempting to exit the mansion can leave it if they choose, as can anyone who Forces Open an exit with a successful DC 30 Athletics check; any opening they make in the mansion closes behind them. You can return the shadow manse to its dollhouse form by twisting the front door handle and uttering a command (as a single action). Once deactivated, it can't be reactivated for 8 hours.","category":"action","rarity":"common","slug":"action-1282"},{"skill_mod":{},"summary":"The triggering undead creature has 10 temporary Hit Points that last for 1 minute. As long as any of these temporary Hit Points remain, the skeletal …","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #183: Field of Maidens"],"trigger":"You cast a spell to summon an undead creature that has a skeletal structure, such as with animate dead ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1283","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command","actions_number":0,"id":"action-1283","text":" Activate Free Action command; Frequency once per day; Trigger You cast a spell to summon an undead creature that has a skeletal structure, such as with animate dead ; Effect The triggering undead creature has 10 temporary Hit Points that last for 1 minute. As long as any of these temporary Hit Points remain, the skeletal claw doesn't deal additional negative damage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1283"},{"skill_mod":{},"summary":"You gain a fly Speed equal to your Speed until the end of your next turn. If you aren't standing on solid ground when the effect ends, you fall.","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #183: Field of Maidens"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1284","frequency":"once per hour","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision","actions_number":2,"id":"action-1284","text":" Activate Single Action envision; Frequency once per hour; Effect You gain a fly Speed equal to your Speed until the end of your next turn. If you aren't standing on solid ground when the effect ends, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1284"},{"skill_mod":{},"summary":"You call on the energy in your armor to protect your companion from retaliation. The ally gains resistance 2 to all damage dealt by undead creatures …","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"A reciprocal field is active between this armor and an ally's sisterstone armor or sisterstone weapon","source":["Pathfinder #183: Field of Maidens"],"trigger":"The ally deals damage to an undead creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1285","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command","actions_number":1,"id":"action-1285","text":" Activate Reaction command; Trigger The ally deals damage to an undead creature; Requirements A reciprocal field is active between this armor and an ally's sisterstone armor or sisterstone weapon; Effect You call on the energy in your armor to protect your companion from retaliation. The ally gains resistance 2 to all damage dealt by undead creatures for 1 round. The resistance is 3 if your sisterstone armor is standard grade, or resistance 4 if it's high grade.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1285"},{"skill_mod":{},"summary":"Your weapon leaps out with positive energy in retaliation. Strike the triggering undead with the weapon, and your Strike deals 2 additional positive …","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"A reciprocal field is active between this weapon and an ally's sisterstone armor or sisterstone weapon","source":["Pathfinder #183: Field of Maidens"],"trigger":"The ally is critically hit by a Strike from an undead creature you can see","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1286","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command","actions_number":1,"id":"action-1286","text":" Activate Reaction command; Trigger The ally is critically hit by a Strike from an undead creature you can see; Requirements A reciprocal field is active between this weapon and an ally's sisterstone armor or sisterstone weapon; Effect Your weapon leaps out with positive energy in retaliation. Strike the triggering undead with the weapon, and your Strike deals 2 additional positive damage. The positive damage increases to 4 if your sisterstone weapon is standard grade, or 6 if it's high grade. If the triggering undead is beyond the reach of your sisterstone weapon, your Strike doesn't deal its base damage, but can still deal the positive damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1286"},{"skill_mod":{},"summary":"The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23).","primary_source":"Pathfinder #153: Life's Long Shadows","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You must be touching the heartstone ","source":["Pathfinder #153: Life's Long Shadows"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1287","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"command","actions_number":2,"id":"action-1287","text":" Activate Single Action command; Requirements You must be touching the heartstone ; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1287"},{"skill_mod":{},"summary":"You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The …","primary_source":"Pathfinder #184: The Ghouls Hunger","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"the wraithweave patch has been wrapped around an object and you are incorporeal","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1288","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command, Interact","actions_number":4,"id":"action-1288","text":" Activate Two Actions command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1288"},{"skill_mod":{},"summary":"The creature who carries Azarim becomes enfeebled 2 . This condition persists as long as the creature carries Azarim . A non-lawful creature can …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"trigger":"A creature picks up Azarim or begins its turn carrying Azarim ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1311","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"","actions_number":1,"id":"action-1311","text":" Activate Reaction ; Trigger A creature picks up Azarim or begins its turn carrying Azarim ; Effect The creature who carries Azarim becomes enfeebled 2. This condition persists as long as the creature carries Azarim . A non-lawful creature can attempt to resist this effect with a DC 23 Fortitude save, but lawful creatures don't gain a save to resist.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1311"},{"skill_mod":{},"summary":" Azarim casts 2nd-level illusory disguise on her wielder. This effect ends immediately as soon as the wielder no longer carries Azarim .","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1312","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command, Interact","actions_number":4,"id":"action-1312","text":" Activate Two Actions command, Interact; Effect Azarim casts 2nd-level illusory disguise on her wielder. This effect ends immediately as soon as the wielder no longer carries Azarim .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1312"},{"skill_mod":{},"summary":" Azarim bolsters her user's ability to lie. She can either attempt her own Deception check to resolve her wielder's Lie , or she can assist with …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1313","frequency":"once per hour","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command, Interact","actions_number":4,"id":"action-1313","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect Azarim bolsters her user's ability to lie. She can either attempt her own Deception check to resolve her wielder's Lie, or she can assist with her wielder's attempt to Lie and grant a +2 circumstance bonus to the Deception check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1313"},{"skill_mod":{},"summary":" Azarim gains the effects of an anarchic weapon rune for 1 minute. When wielded by a character who's at least 11th level, Azarim becomes a +2 …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1314","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command, Interact","actions_number":6,"id":"action-1314","text":" Activate Three Actions command, Interact; Frequency once per day; Effect Azarim gains the effects of an anarchic weapon rune for 1 minute. When wielded by a character who's at least 11th level, Azarim becomes a +2 striking anarchic shifting rapier , and instead this activation can be applied to another weapon that's in physical contact with Azarim .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1314"},{"skill_mod":{},"summary":"You open the cresset by detaching the top and folding it back on a hinge so that a decapitated head can be placed inside the bowl. Once the cage lid …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1315","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"Interact","actions_number":6,"id":"action-1315","text":" Activate Three Actions Interact; Frequency once per day; Effect You open the cresset by detaching the top and folding it back on a hinge so that a decapitated head can be placed inside the bowl. Once the cage lid is folded back over the head and latched in place, and as long as the decapitated head has been dead for no longer than 10 minutes before being placed inside the cresset, the head is no longer subject to decay, and bugs and pests (such as maggots) are prevented from consuming the remains. This doesn't prevent the rest of the corpse or its soul from becoming undead, nor does it prevent effects that restore life to the dead (but note that some spells, such as raise dead , can't be used to restore life to a decapitated corpse in the first place). If the head is later removed from within the cresset, the head's delayed decay immediately catches up with it in a few seconds, rendering it useless for further use inside of a cresset of grisly interrogation .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1315"},{"skill_mod":{},"summary":"You pose a question to the head contained within the cresset, and it animates briefly to reply with a short answer over the course of a minute. The …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"A severed head is within the cresset of grisly interrogation ","source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1316","frequency":"three times per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"1 minute (command, Interact)","id":"action-1316","text":" Activate 1 minute (command, Interact); Frequency three times per day; Requirements A severed head is within the cresset of grisly interrogation ; Effect You pose a question to the head contained within the cresset, and it animates briefly to reply with a short answer over the course of a minute. The cresset empowers the severed head with the ability to reply even without breath, granting the head a semblance of life, calling upon the physical remains' latent memories rather than summoning back the deceased's spirit. The head must be forcefully commanded to answer with a secret Intimidation check— other attempts to query the head without attempting an Intimidation check for a result automatically fail. Once activated in this way, this activation of a cresset of grisly interrogation can't be performed again for 1 hour. The head answers the question based on the result of the secret Intimidation check against the Will DC the creature had when it was alive or DC 25, whichever is higher. Critical Success The head answers the question truthfully, to the best of its ability. Success The head answers the question truthfully, but the answer is brief, cryptic, or repetitive. Failure The head's answer provides false information, attempting to Lie to you with a +15 Deception modifier, or the creature's original Deception, whichever is higher. Critical Failure As failure, but the head gains a +4 circumstance bonus to its Deception check, and the next time you use this activation of the cresset of grisly interrogation during the next 24 hours, the result of your Intimidation check is one degree of success worse than the result you rolled.","category":"action","rarity":"common","slug":"action-1316"},{"skill_mod":{},"summary":"The crown infuses you with the glorious conviction that you're meant to rule, granting you a +1 status bonus to attack rolls, saving throws, and …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1317","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command, envision","actions_number":4,"id":"action-1317","text":" Activate Two Actions command, envision; Frequency once per day; Effect The crown infuses you with the glorious conviction that you're meant to rule, granting you a +1 status bonus to attack rolls, saving throws, and Charisma-based skill checks for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1317"},{"skill_mod":{},"summary":"You cast a nightmare spell.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1318","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"10 minutes (envision, Interact)","id":"action-1318","text":" Activate 10 minutes (envision, Interact); Frequency once per day; Effect You cast a nightmare spell.","category":"action","rarity":"common","slug":"action-1318"},{"skill_mod":{},"summary":"You gain a +1 item bonus on all Athletics checks for 1 minute.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1319","frequency":"once per hour","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision","actions_number":2,"id":"action-1319","text":" Activate Single Action envision; Frequency once per hour; Effect You gain a +1 item bonus on all Athletics checks for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1319"},{"skill_mod":{},"summary":"You cast ray of enfeeblement with a spell attack modifier of +10 and a DC of 20.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1320","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision","actions_number":4,"id":"action-1320","text":" Activate Two Actions envision; Frequency once per day; Effect You cast ray of enfeeblement with a spell attack modifier of +10 and a DC of 20.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1320"},{"skill_mod":{},"summary":"The heartripper blade draws power from the devastating strike, causing its blade to erupt in black flames. For 1 minute, Strikes with the …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"trigger":"You reduce a foe to 0 Hit Points with a Strike from the heartripper blade ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1321","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command","actions_number":1,"id":"action-1321","text":" Activate Reaction command; Frequency once per day; Trigger You reduce a foe to 0 Hit Points with a Strike from the heartripper blade ; Effect The heartripper blade draws power from the devastating strike, causing its blade to erupt in black flames. For 1 minute, Strikes with the heartripper blade inflict an additional 1d6 negative damage to living creatures.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1321"},{"skill_mod":{},"summary":"The heartripper blade draws life from the victim's body and siphons it into you. Choose one of the following effects: restore 2d8 Hit Points; …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"trigger":"You reduce a foe to 0 Hit Points with a Strike from the heartripper blade ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1322","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command","actions_number":1,"id":"action-1322","text":" Activate Reaction command; Frequency once per day; Trigger You reduce a foe to 0 Hit Points with a Strike from the heartripper blade ; Effect The heartripper blade draws life from the victim's body and siphons it into you. Choose one of the following effects: restore 2d8 Hit Points; reduce the value of your clumsy, enfeebled, or stupefied conditions by 1; or reduce the stage of one toxin or disease you're suffering by one stage (this can't reduce the stage below stage 1 or cure the affliction).","category":"action","actions":"Reaction","rarity":"common","slug":"action-1322"},{"skill_mod":{},"summary":"If your next action is to cast a necromancy spell that you prepared from this grimoire and that allows a saving throw, you infuse the magic with …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1323","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision (metamagic)","actions_number":2,"id":"action-1323","text":" Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a necromancy spell that you prepared from this grimoire and that allows a saving throw, you infuse the magic with sensations of endless toil. If the target fails its saving throw against the spell, it becomes fatigued for 1 minute by the sense of exhaustion imbued in the magic.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1323"},{"skill_mod":{},"summary":"You call upon the ring to put out the flame and its magic attempts to bring the fire under control. This is especially effective assistance against …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You're taking persistent fire damage ","source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1324","frequency":"once per round","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"Interact","actions_number":2,"id":"action-1324","text":" Activate Single Action Interact; Frequency once per round; Requirements You're taking persistent fire damage; Effect You call upon the ring to put out the flame and its magic attempts to bring the fire under control. This is especially effective assistance against persistent fire damage, so you gain an immediate flat check to remove the persistent fire damage, and the DC typically decreases from 15 to 10.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1324"},{"skill_mod":{},"summary":"The ring's red gemstone flashes with light, granting you resistance 5 against fire and a +1 status bonus on your AC or saving throw against the fire …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"trigger":"You're targeted by a fire effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1325","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision","actions_number":1,"id":"action-1325","text":" Activate Reaction envision; Frequency once per day; Trigger You're targeted by a fire effect; Effect The ring's red gemstone flashes with light, granting you resistance 5 against fire and a +1 status bonus on your AC or saving throw against the fire effect targeting you; these benefits end as soon as the fire effect is resolved.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1325"},{"skill_mod":{},"summary":"You generate the effects of a disrupt undead cantrip, heightened to 3rd level.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1326","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision, Interact","actions_number":4,"id":"action-1326","text":" Activate Two Actions envision, Interact; Effect You generate the effects of a disrupt undead cantrip, heightened to 3rd level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1326"},{"skill_mod":{},"summary":"By passing the shard over a creature or object, you can produce the effects of a nondetection spell on that target.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1327","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision, Interact","actions_number":4,"id":"action-1327","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect By passing the shard over a creature or object, you can produce the effects of a nondetection spell on that target.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1327"},{"skill_mod":{},"summary":"By gripping the shard tightly and waving it before you, you can produce the effects of a levitate spell on yourself.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1328","frequency":"once per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"envision, Interact","actions_number":4,"id":"action-1328","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect By gripping the shard tightly and waving it before you, you can produce the effects of a levitate spell on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1328"},{"skill_mod":{},"summary":"You cast message , but instead of your message being transferred directly to a target's ears, the message is stored in the soulspeaker . The …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1329","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"command","actions_number":4,"id":"action-1329","text":" Activate Two Actions command; Effect You cast message , but instead of your message being transferred directly to a target's ears, the message is stored in the soulspeaker . The soulspeaker's eyes open, and the next time it's activated, the soulspeaker repeats the message you spoke to it with a rasping whisper before its eyes close again, the message expended.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1329"},{"skill_mod":{},"summary":"If you rub a portion between your hands, the mass melts into your flesh and you gain the quickened condition for 1 minute. You can use the extra …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1330","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"Interact","actions_number":2,"id":"action-1330","text":" Activate Single Action Interact; Effect If you rub a portion between your hands, the mass melts into your flesh and you gain the quickened condition for 1 minute. You can use the extra action each round only for Strike actions made with weapons you wield in your hands.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1330"},{"skill_mod":{},"summary":"If you consume a portion, you regain 4d8+12 Hit Points.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1331","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"Interact","actions_number":2,"id":"action-1331","text":" Activate Single Action Interact; Effect If you consume a portion, you regain 4d8+12 Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1331"},{"skill_mod":{},"summary":"If you rub a portion on your body, it melts into your worn gear and flesh and grants you resistance 10 to fire damage for 1 minute.","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1332","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"Interact","actions_number":2,"id":"action-1332","text":" Activate Single Action Interact; Effect If you rub a portion on your body, it melts into your worn gear and flesh and grants you resistance 10 to fire damage for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1332"},{"skill_mod":{},"summary":"You play music with the guitar and the instrument's power shares a memory with your audience. When sharing with an audience, you share a memory of …","primary_source":"Celebrating Hispanic Heritage Month","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["Celebrating Hispanic Heritage Month"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1333","weakness":{},"name":"Interact","actions_number":6,"id":"action-1333","text":" Activate Three Actions Interact; Effect You play music with the guitar and the instrument's power shares a memory with your audience. When sharing with an audience, you share a memory of yours with anyone within 30 feet. This has the effects of mindlink for anyone that can hear the music.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1333"},{"skill_mod":{},"summary":"You play the guitar and the instrument attempts to help you recover a lost memory. You can either have a specific memory in mind, such as trying to …","primary_source":"Celebrating Hispanic Heritage Month","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["Celebrating Hispanic Heritage Month"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1334","frequency":"once per month","weakness":{},"name":"Interact","actions_number":6,"id":"action-1334","text":" Activate Three Actions Interact; Frequency once per month; Effect You play the guitar and the instrument attempts to help you recover a lost memory. You can either have a specific memory in mind, such as trying to remember a childhood event, or let the guitar find a memory for you. You recall the moment with perfect clarity and reestablish it permanently in your mind with the failure effects of modify memory .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1334"},{"skill_mod":{},"summary":"You play the drum, unleashing a rhythm that gets other moving. Up to 2 allies that can hear the drum can use a reaction to Stride 5 feet.","primary_source":"Celebrating Hispanic Heritage Month","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["Celebrating Hispanic Heritage Month"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1335","frequency":"once per round","weakness":{},"name":"Interact (auditory, emotion, enchantment, mental)","actions_number":2,"id":"action-1335","text":" Activate Single Action Interact (auditory, emotion, enchantment, mental) Frequency once per round; Effect You play the drum, unleashing a rhythm that gets other moving. Up to 2 allies that can hear the drum can use a reaction to Stride 5 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1335"},{"skill_mod":{},"summary":"You lightly pull on the string and catch the top in your free hand. It spins in place, hovering over your open palm, sharing its power over the winds …","primary_source":"Celebrating Hispanic Heritage Month","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"requirement":"A string is wrapped around the top and you have a hand free","source":["Celebrating Hispanic Heritage Month"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1336","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-1336","text":" Activate Two Actions envision, Interact; Requirements A string is wrapped around the top and you have a hand free; Effect You lightly pull on the string and catch the top in your free hand. It spins in place, hovering over your open palm, sharing its power over the winds with you. You gain the effects of fly as long as you keep the top in your hand. You can Release the top at any time to end the effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1336"},{"skill_mod":{},"summary":"You call upon the top's power and give the string a powerful pull. The top travels across the ground in a 120-foot line. As it does, it unleashes a …","primary_source":"Celebrating Hispanic Heritage Month","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"requirement":"A string is wrapped around the top","source":["Celebrating Hispanic Heritage Month"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1337","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-1337","text":" Activate Two Actions command, Interact; Frequency once per day; Requirements A string is wrapped around the top; Effect You call upon the top's power and give the string a powerful pull. The top travels across the ground in a 120-foot line. As it does, it unleashes a powerful vortex of winds, becoming a tornado temporarily. This tornado has the effects of whirlwind except that it's not limited by being used outside or in a cramped space and can't be sustained. Creatures in the tornado's path must attempt a DC 38 Reflex save to determine the effects of the tornado. The tornado ends after traveling its full distance, causing any creatures that rose in the air due to a failed save to begin falling immediately.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1337"},{"skill_mod":{},"summary":" Briar casts barkskin on its partner.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1338","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":2,"id":"action-1338","text":" Activate Single Action command; Frequency three times per day; Effect Briar casts barkskin on its partner.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1338"},{"skill_mod":{},"summary":" Briar casts a 4th-level barkskin on its partner.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1339","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":2,"id":"action-1339","text":" Activate Single Action command; Frequency three times per day; Effect Briar casts a 4th-level barkskin on its partner.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1339"},{"skill_mod":{},"summary":" Briar draws moisture out of the plant creature's body, dealing 10d10 negative damage (DC 39 basic Fortitude save)","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Briar damages a plant creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1340","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1340","text":" Activate Reaction ; Frequency once per day; Trigger Briar damages a plant creature; Effect Briar draws moisture out of the plant creature's body, dealing 10d10 negative damage (DC 39 basic Fortitude save)","category":"action","actions":"Reaction","rarity":"common","slug":"action-1340"},{"skill_mod":{},"summary":" Briar casts a 6th-level barkskin on its partner.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1341","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":2,"id":"action-1341","text":" Activate Single Action command; Frequency three times per day; Effect Briar casts a 6th-level barkskin on its partner.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1341"},{"skill_mod":{},"summary":" Briar draws moisture out of the plant creature's body, dealing 12d10 negative damage (DC 41 basic Fortitude save)","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Briar damages a plant creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1342","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1342","text":" Activate Reaction ; Frequency once per day; Trigger Briar damages a plant creature; Effect Briar draws moisture out of the plant creature's body, dealing 12d10 negative damage (DC 41 basic Fortitude save)","category":"action","actions":"Reaction","rarity":"common","slug":"action-1342"},{"skill_mod":{},"summary":" Briar casts breath of life on its partner.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Briar's partner would die","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1343","frequency":"once per month","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1343","text":" Activate Reaction ; Frequency once per month; Trigger Briar's partner would die; Effect Briar casts breath of life on its partner.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1343"},{"skill_mod":{},"summary":" Briar casts an 8th-level barkskin on its partner.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1344","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":2,"id":"action-1344","text":" Activate Single Action command; Frequency three times per day; Effect Briar casts an 8th-level barkskin on its partner.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1344"},{"skill_mod":{},"summary":" Briar draws moisture out of the plant creature's body, dealing 14d10 negative damage (DC 43 basic Fortitude save)","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Briar damages a plant creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1345","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1345","text":" Activate Reaction ; Frequency once per day; Trigger Briar damages a plant creature; Effect Briar draws moisture out of the plant creature's body, dealing 14d10 negative damage (DC 43 basic Fortitude save)","category":"action","actions":"Reaction","rarity":"common","slug":"action-1345"},{"skill_mod":{},"summary":" Briar resurrects its partner. The partner returns to life with full Hit Points and the same spells prepared and points in their pools they had when …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Briar's partner would die","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1346","frequency":"once per month","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1346","text":" Activate Reaction ; Frequency once per month; Trigger Briar's partner would die; Effect Briar resurrects its partner. The partner returns to life with full Hit Points and the same spells prepared and points in their pools they had when they died, but still suffering from any long-term debilitations of the old body. The target is also permanently changed in some way that shifts their appearance slightly toward that of Nyrissa's, such as a green streak in the hair, a few thorny growths on the body, or a slight greenish cast to their skin.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1346"},{"skill_mod":{},"summary":"Nyrissa must make a successful DC 50 Fortitude save to resist being stunned 1 (stunned 3 on a critical failure). Briar's partner gains a +4 item …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Briar's partner Strikes Nyrissa with Briar for the first time in a round","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1347","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1347","text":" Activate Reaction ; Trigger Briar's partner Strikes Nyrissa with Briar for the first time in a round; Effect Nyrissa must make a successful DC 50 Fortitude save to resist being stunned 1 (stunned 3 on a critical failure). Briar's partner gains a +4 item bonus to all saving throws against Nyrissa's spells for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1347"},{"skill_mod":{},"primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are trained in Medicine .","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1348","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"envision","actions_number":2,"id":"action-1348","text":" Activate Single Action envision; Requirements You are trained in Medicine.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1348"},{"skill_mod":{},"summary":"You point the mindrender baton at a target creature within 60 feet and cause the target to suffer cripplingly painful headaches. The target takes …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1349","frequency":"once per day; Charges 1","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact (mental)","actions_number":4,"id":"action-1349","text":" Activate Two Actions Interact (mental) Frequency once per day; Charges 1; Effect You point the mindrender baton at a target creature within 60 feet and cause the target to suffer cripplingly painful headaches. The target takes 11d6 mental damage (DC 31 basic Will save), and is stunned 2 on a critical failure.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1349"},{"skill_mod":{},"summary":"You point the mindrender baton at a target creature within 30 feet and disrupt the target's thoughts so that it sees the carrier of the mindrender …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1350","frequency":"once per day; Charges 2","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact (incapacitation, mental)","actions_number":4,"id":"action-1350","text":" Activate Two Actions Interact (incapacitation, mental) Frequency once per day; Charges 2; Effect You point the mindrender baton at a target creature within 30 feet and disrupt the target's thoughts so that it sees the carrier of the mindrender baton as its commander and liege. The target must attempt a DC 31 Will save. Critical Success The target is unaffected. Success The target is stunned 1 as it fights off the intrusion into its mind. Failure You take command of the target and it becomes controlled, following your orders; if you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The creature can attempt a new DC 31 Will save at the end of each of its turns; on a success, the effect ends. Another character can attempt a DC 32 Diplomacy (master) or Intimidation (master) check against the effect's DC of 31 to remove this effect before then, but if this attempt fails, the commanded creature becomes temporarily immune to that character's attempts to remove the effect via skills for 24 hours. Critical Failure As failure, but the target receives a new save only if you give a new order that is against its nature, such as to kill its allies. Otherwise, this effect persists for 24 hours, or until another character ends it via a skill check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1350"},{"skill_mod":{},"summary":"You gain the effects of scrying , heightened to 7th level.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1351","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"10 minutes (envision)","id":"action-1351","text":" Activate 10 minutes (envision); Frequency three times per day; Effect You gain the effects of scrying , heightened to 7th level.","category":"action","rarity":"common","slug":"action-1351"},{"skill_mod":{},"summary":"You use the oculus of Abaddon to cast a planar binding ritual, heightened to 7th level. You can only conjure neutral evil creatures with this …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1352","frequency":"once per week","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Cast a Spell","id":"action-1352","text":" Activate Cast a Spell; Frequency once per week; Effect You use the oculus of Abaddon to cast a planar binding ritual, heightened to 7th level. You can only conjure neutral evil creatures with this casting of planar binding . If you already know the planar binding ritual, you gain a +3 item bonus on the primary check when casting planar binding .","category":"action","rarity":"common","slug":"action-1352"},{"skill_mod":{},"summary":"You can see and hear through your familiar or animal companion's eyes and ears, provided you are on the same plane. This effect can be sustained, but …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you have a familiar or animal companion ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1353","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"envision","actions_number":6,"id":"action-1353","text":" Activate Three Actions envision; Requirements you have a familiar or animal companion; Effect You can see and hear through your familiar or animal companion's eyes and ears, provided you are on the same plane. This effect can be sustained, but as long as you do so you can take no other actions.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1353"},{"skill_mod":{},"summary":"You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1354","frequency":"once per year","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"1 hour (envision; evil)","id":"action-1354","text":" Activate 1 hour (envision; evil) Frequency once per year; Effect You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as suggestion , but with a range of 1 mile. All creatures within this area are affected, with the same suggestion implanted in their minds. Creatures hear the telepathic suggestion in their native language, and creatures that are 7th level or higher can attempt a DC 36 Will save to resist the effect. This power was used by Vordakai to cause the vanishing of Varnhold, suggesting to its inhabitants to leave their homes and travel south to his tomb. If this effect is counteracted or removed on one victim, it ends for all victims.","category":"action","rarity":"common","slug":"action-1354"},{"skill_mod":{},"summary":" Ovinrbaane casts bless .","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1355","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":2,"id":"action-1355","text":" Activate Single Action command; Frequency three times per day; Effect Ovinrbaane casts bless .","category":"action","actions":"Single Action","rarity":"common","slug":"action-1355"},{"skill_mod":{},"summary":" Ovinrbaane casts freedom of movement (heightened to 8th level) on its partner","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":" Ovinrbaane's partner becomes immobilized or restrained ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1356","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1356","text":" Activate Reaction ; Frequency three times per day; Trigger Ovinrbaane's partner becomes immobilized or restrained; Effect Ovinrbaane casts freedom of movement (heightened to 8th level) on its partner","category":"action","actions":"Reaction","rarity":"common","slug":"action-1356"},{"skill_mod":{},"summary":" Ovinrbaane casts dispel magic (heightened to 8th level, counteract check +31) on the spell.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"trigger":"An undesirable spell effect with a duration affects Ovinrbaane's partner","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1357","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":1,"id":"action-1357","text":" Activate Reaction ; Frequency three times per day; Trigger An undesirable spell effect with a duration affects Ovinrbaane's partner; Effect Ovinrbaane casts dispel magic (heightened to 8th level, counteract check +31) on the spell.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1357"},{"skill_mod":{},"summary":" Ovinrbaane casts subconscious suggestion (heightened to 8th level, DC 34 Will save) on its partner, suggesting to the partner to attack the …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Ovinrbaane hasn't been wielded in a moderate or more dangerous encounter within the last 24 hours","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1358","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":2,"id":"action-1358","text":" Activate Single Action command; Frequency once per day; Requirements Ovinrbaane hasn't been wielded in a moderate or more dangerous encounter within the last 24 hours; Effect Ovinrbaane casts subconscious suggestion (heightened to 8th level, DC 34 Will save) on its partner, suggesting to the partner to attack the next time they face a potential encounter of moderate or greater danger.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1358"},{"skill_mod":{},"summary":"You cast charm (heightened to 4th level) on an animal or beast within 30 feet. If the spell succeeds, it forms a mental bond between you and …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1359","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact","actions_number":4,"id":"action-1359","text":" Activate Two Actions Interact; Frequency once per day; Effect You cast charm (heightened to 4th level) on an animal or beast within 30 feet. If the spell succeeds, it forms a mental bond between you and the target for the duration of the charm, which allows you to remain aware of the creature's present state, its direction from you, it's distance from you, and any conditions affecting it, as long as you are both on the same plane of existence and are both alive. If you fail to affect the creature with this charm, or once the charm ends (such as if it is counteracted, or its duration expires), the creature becomes enraged and is immune to the ring's charm from that point on. The creature's rage drives it to attack you and grants it a +1 item bonus on all checks and DCs to do so for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1359"},{"skill_mod":{},"summary":"Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You aren't carrying anything in the hand on which the ring is worn","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1360","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact","actions_number":2,"id":"action-1360","text":" Activate Single Action Interact; Requirements You aren't carrying anything in the hand on which the ring is worn; Effect Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then the claw turns back to normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1360"},{"skill_mod":{},"summary":"You fire a razor-sharp flechette from the rod of razors. This is a ranged weapon attack that has a range of 100 feet, a reload of 0, and the deadly …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1361","frequency":"six times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Strike","actions_number":2,"id":"action-1361","text":" Activate Single Action Strike; Frequency six times per day; Effect You fire a razor-sharp flechette from the rod of razors. This is a ranged weapon attack that has a range of 100 feet, a reload of 0, and the deadly d10 and volley 30 feet traits. The flechette inflicts 3d8 piercing damage on a hit, and belongs to the dart weapon group. The flechette is an adamantine weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1361"},{"skill_mod":{},"summary":"Choose a single creature within 30 feet. The stag's helm focuses your aim and grants supernatural insight into your next shot. Your target is …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1362","frequency":"once per day (or once per hour if the wearer worships Erastil)","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"","actions_number":0,"id":"action-1362","text":" Activate Free Action ; Frequency once per day (or once per hour if the wearer worships Erastil); Effect Choose a single creature within 30 feet. The stag's helm focuses your aim and grants supernatural insight into your next shot. Your target is flat-footed to the next ranged Strike you make this turn against them.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1362"},{"skill_mod":{},"summary":"By taking a deep sniff of the pleasant-smelling flowers, you can speed your recovery from nausea and reduce your sickened value by 1.","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1363","frequency":"once per minute","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact","actions_number":2,"id":"action-1363","text":" Activate Single Action Interact; Frequency once per minute; Effect By taking a deep sniff of the pleasant-smelling flowers, you can speed your recovery from nausea and reduce your sickened value by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1363"},{"skill_mod":{},"summary":"You hand the admirer's bouquet to the triggering ally. If they accept the bouquet, they gain a +1 item bonus to saves against emotion and mental …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"trigger":"an ally with a free hand ends their turn adjacent to you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1364","frequency":"once per hour","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact","actions_number":1,"id":"action-1364","text":" Activate Reaction Interact; Frequency once per hour; Trigger an ally with a free hand ends their turn adjacent to you; Effect You hand the admirer's bouquet to the triggering ally. If they accept the bouquet, they gain a +1 item bonus to saves against emotion and mental effects as long as they continue to carry the admirer's bouquet . If they're currently suffering from a debilitating emotion or mental effect as the result of a saving throw made during the previous turn, they can immediately attempt a new saving throw against that effect upon being given the bouquet; if they do so, they gain the admirer's bouquet's +1 item bonus to this saving throw. An admirer's bouquet can allow for a new saving throw in this way only once per day.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1364"},{"skill_mod":{},"summary":"The palette of masterstrokes casts creation as a 5th-level divine spell to your specifications.","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1365","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"1 minute (envision, Interact)","id":"action-1365","text":" Activate 1 minute (envision, Interact); Frequency once per day; Effect The palette of masterstrokes casts creation as a 5th-level divine spell to your specifications.","category":"action","rarity":"common","slug":"action-1365"},{"skill_mod":{},"summary":"With a sweeping motion, you swing the palette of masterstrokes in your hand. It casts color spray as a 4th-level divine spell. The spell DC is …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1366","frequency":"once per hour","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact (illusion, incapacitation)","actions_number":4,"id":"action-1366","text":" Activate Two Actions Interact (illusion, incapacitation) Frequency once per hour; Effect With a sweeping motion, you swing the palette of masterstrokes in your hand. It casts color spray as a 4th-level divine spell. The spell DC is 29.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1366"},{"skill_mod":{},"summary":"You sweep the songbird's brush in an arc before you, casting prismatic spray from the glaive. The spell DC is 34. This prismatic spray does …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1367","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact","actions_number":4,"id":"action-1367","text":" Activate Two Actions Interact; Frequency once per day; Effect You sweep the songbird's brush in an arc before you, casting prismatic spray from the glaive. The spell DC is 34. This prismatic spray does not affect good-aligned creatures in its area.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1367"},{"skill_mod":{},"summary":"Instead of inflicting slashing damage with the grisly scythe, you inflict negative damage. You regain a number of hit points equal to half the …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"trigger":"Your attack roll with the grisly scythe is a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1368","frequency":"once per hour","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"command","actions_number":1,"id":"action-1368","text":" Activate Reaction command; Frequency once per hour; Trigger Your attack roll with the grisly scythe is a critical success; Effect Instead of inflicting slashing damage with the grisly scythe, you inflict negative damage. You regain a number of hit points equal to half the negative damage inflicted, and the creature struck becomes sickened 1 from the agony.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1368"},{"skill_mod":{},"summary":"If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"trigger":"you kill or destroy a creature with the deathdrinking weapon ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1369","frequency":"once per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"envision","actions_number":1,"id":"action-1369","text":" Activate Reaction envision; Frequency once per day; Trigger you kill or destroy a creature with the deathdrinking weapon ; Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1369"},{"skill_mod":{},"summary":"You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"trigger":"Your armor is infused with energy and you take damage from a melee Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1370","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"envision","actions_number":1,"id":"action-1370","text":" Activate Reaction envision; Trigger Your armor is infused with energy and you take damage from a melee Strike; Effect You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1370"},{"skill_mod":{},"summary":"After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The hex to be abandoned must be controlled.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1371","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Abandon Hex","trait":["Downtime","Region"],"id":"action-1371","text":" Abandon Hex Source Kingmaker Adventure Path pg. 518 Requirements The hex to be abandoned must be controlled. --- After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your claim to it and pull back any settlers or explorers. Attempt a basic Exploration or Wilderness check. You can abandon more than one hex at a time, but each additional hex you abandon increases the DC of this check by 1. Critical Success You abandon the hex or hexes, decreasing your kingdom's Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 532). Settlers and explorers return and resettle elsewhere in your kingdom, bringing with them bits of salvage from the abandoned hexes. Gain 1 RP per abandoned hex. Success As critical success, but you gain no RP and increase Unrest by 1. Failure You abandon the hex or hexes, decreasing your kingdom's Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 532). Some citizens become disgruntled refugees who refuse to leave the hex. Increase Unrest by 2 and then attempt a DC 6 flat check. If you fail, the refugees become bandits, and during your next Event phase, your kingdom experiences a Squatters kingdom event automatically in addition to any other event that might occur. Critical Failure As failure, but increase Unrest by 3 and automatically experience a Bandit Activity kingdom event instead of a Squatters event. Special The Unrest gained from abandoning a hex doubles if it includes a settlement. A settlement in an abandoned hex becomes a Freehold (page 536).","category":"action","rarity":"common","slug":"action-1371"},{"skill_mod":{},"summary":"You attempt to build a structure in the settlement that's granting the Civic activity. You may choose any structure for which you meet the …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1372","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Build Structure","trait":["Civic","Downtime"],"id":"action-1372","text":" Build Structure Source Kingmaker Adventure Path pg. 518 --- You attempt to build a structure in the settlement that's granting the Civic activity. You may choose any structure for which you meet the requirements. Select the appropriate number of contiguous buildable lots in a single block as specified by the structure's entry and spend the specified RP and Commodity cost. Then attempt the structure's skill check. You can also use this activity to attempt to repair a structure that was damaged as the result of an event but hasn't been replaced by Rubble. To do this, first spend half the structure's listed RP and Commodity cost, and then attempt the specified check. The existing structure gives you a +2 item bonus to the check. On a success, record the new construction on the Urban Grid. Unless the structure's entry states otherwise, its effects are immediate; if the structure adjusts a Ruin's point total, adjust it upon construction. Critical Success You construct or repair the structure with great efficiency and get back half of the Commodities spent in construction or repair. Success You construct or repair the structure. Failure You fail to construct or repair the structure. You can try to complete it next Kingdom turn; if you do so, you do not need to re-pay the RP and Commodity cost. Critical Failure You fail to construct the structure; if you were attempting to repair a damaged structure, it is reduced to Rubble. In either event, Rubble now fills the structure's lots, which must be cleared with the Demolish activity before you can attempt to Build a Structure in them again.","category":"action","rarity":"common","slug":"action-1372"},{"skill_mod":{},"summary":"Your surveyors fully explore the hex and attempt to add it into your kingdom's domain. Spend 1 RP and then attempt a basic Exploration, Intrigue, …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have Reconnoitered the hex to be claimed during hexploration. This hex must be adjacent to at least one hex that's already part of your kingdom. If the hex to be claimed contains dangerous hazards or monsters, they must first be cleared out—either via standard adventuring or the Clear Hex activity.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1373","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Claim Hex","trait":["Downtime","Region"],"id":"action-1373","text":" Claim Hex Source Kingmaker Adventure Path pg. 518 Requirements You have Reconnoitered the hex to be claimed during hexploration. This hex must be adjacent to at least one hex that's already part of your kingdom. If the hex to be claimed contains dangerous hazards or monsters, they must first be cleared out—either via standard adventuring or the Clear Hex activity. --- Your surveyors fully explore the hex and attempt to add it into your kingdom's domain. Spend 1 RP and then attempt a basic Exploration, Intrigue, Magic, or Wilderness check. Critical Success You claim the hex and immediately add it to your territory, increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). Your occupation of the hex goes so smoothly that you can immediately attempt another Region activity. Success You claim the hex and add it to your territory, increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). Failure You fail to claim the hex. Critical Failure You fail to claim the hex, and a number of early settlers and explorers are lost, causing you to take a –1 circumstance penalty to Stability-based checks until the end of your next Kingdom turn. Special At 1st level, when selecting the three activities you take during the Region Activities step of the Activity phase of the Kingdom turn, you may select this activity no more than once. Once your kingdom reaches 4th level, you may select it up to twice per turn, and after reaching 9th level you may select it up to three times per turn. When you successfully claim a hex, gain 10 kingdom XP (see Hex Claim XP Awards). Many hexes have terrain features that grant benefits to your kingdom when claimed; see Terrain Features.","category":"action","rarity":"common","slug":"action-1373"},{"skill_mod":{},"summary":"Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1374","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Clear Hex","trait":["Downtime","Region"],"id":"action-1374","text":" Clear Hex Source Kingmaker Adventure Path pg. 518 --- Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous hazard, or an encounter. If you're trying to prepare a hex for a settlement or demolish an improvement you previously built (or that was already present in the hex), spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar nearby). Then attempt a basic Engineering check. If you're trying to remove a hazard or encounter, instead attempt an Exploration check. The DC of this check is set by the highest level creature or hazard in the hex (as set by Table 10–5: DCs by Level). If the hex you're attempting to Clear has existing Ruins or an existing Structure, your action doesn't physically remove the buildings from the area and you can later incorporate these buildings (or repair ruined ones) into a Settlement you build here later (see page 542). Regardless of the skill used, increase the basic DC by 2 if the hex to be cleared is not yet part of your kingdom. Critical Success You successfully clear the hex. If you spent RP to attempt this activity, you're refunded half of the RP cost. If you were removing dangerous creatures (but not hazards) from the hex, your explorers and mercenaries recover 2 Luxury Commodities as treasure. Success You successfully clear the hex. Failure You fail to clear the hex. Critical Failure You catastrophically fail to clear the hex and several workers lose their lives. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1374"},{"skill_mod":{},"summary":"You draw up plans, gather resources, entice citizens, and establish boundaries to found a brand new settlement in the hex. Attempt a basic …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The hex in which you're establishing the settlement has been Cleared and doesn't currently have a settlement (including a Freehold) in it.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1375","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Settlement","trait":["Downtime","Region"],"id":"action-1375","text":" Establish Settlement Source Kingmaker Adventure Path pg. 519 Requirements The hex in which you're establishing the settlement has been Cleared and doesn't currently have a settlement (including a Freehold) in it. --- You draw up plans, gather resources, entice citizens, and establish boundaries to found a brand new settlement in the hex. Attempt a basic Engineering, Industry, Politics, or Scholarship check. If you cannot pay the RP required by the result of this check, treat your result as a critical failure. A settlement always starts as a village. See page 540 for further details about building settlements. Critical Success You establish the settlement largely with the aid of enthusiastic volunteers. Spend 1d6 RP. Success You establish the settlement. Spend 3d6 RP. Failure You establish the settlement, but inefficiently and at great expense. Spend 6d6 RP. Critical Failure You fail to establish the settlement.","category":"action","rarity":"common","slug":"action-1375"},{"skill_mod":{},"summary":"You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have diplomatic relations (page 534) with the group you wish to establish an agreement with.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1376","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Trade Agreement","trait":["Downtime","Leadership"],"id":"action-1376","text":" Establish Trade Agreement Source Kingmaker Adventure Path pg. 519 Requirements You have diplomatic relations (page 534) with the group you wish to establish an agreement with. --- You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. If a navigable river connects your kingdom with the other group's territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom's proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check. The check's DC is either the group's Negotiation DC (see sidebar) or your kingdom's Control DC, whichever is higher. Critical Success You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately roll 2 Resource Dice, then gain RP equal to the result of roll. Success You successfully establish a trade agreement. Failure Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately roll 2 Resource Dice, and then spend RP equal to the result of this roll. If you do so, you successfully establish a trade agreement, otherwise the attempt fails. Critical Failure Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the next Kingdom turn, take a –1 circumstance penalty to all Economy-related checks.","category":"action","rarity":"common","slug":"action-1376"},{"skill_mod":{},"summary":"You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1377","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Focused Attention","trait":["Downtime","Leadership"],"id":"action-1377","text":" Focused Attention Source Kingmaker Adventure Path pg. 520 --- You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check using the chosen skill. On a success, you grant that leader a +2 circumstance bonus to one kingdom check using that skill, provided that leader attempts the skill check during the same Kingdom turn. The Cooperative Leadership Kingdom feat (page 531) increases the efficiency of this activity.","category":"action","rarity":"common","slug":"action-1377"},{"skill_mod":{},"summary":"You announce the promotion of a character into a leadership role, whether they're a newly appointed leader or just shifting from one leadership role …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1378","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"New Leadership","trait":["Downtime","Upkeep"],"id":"action-1378","text":" New Leadership Source Kingmaker Adventure Path pg. 520 --- You announce the promotion of a character into a leadership role, whether they're a newly appointed leader or just shifting from one leadership role to another. You normally perform this activity at the start of a Kingdom turn, but if unexpected events (such as the death of the character) remove a leader from a leadership role, you may immediately use the New Leadership activity to attempt to assign a new leader to that role, even outside of a Kingdom turn (applying the vacancy penalty for that role as appropriate). Attempt a basic Intrigue, Politics, Statecraft, or Warfare skill check—while any of these skills can be used, each skill is particularly suited to assigning two specific leadership roles. Intrigue : Grants a +2 circumstance bonus to checks to assign Emissaries and Treasurers. Politics : Grants a +2 circumstance bonus to checks to assign Counselors and Rulers. Statecraft : Grants a +2 circumstance bonus to checks to assign Magisters and Viceroys. Warfare : Grants a +2 circumstance bonus to checks to assign Generals and Wardens. Rulers are particularly difficult to assign; when you take this activity to assign a new Ruler, you take a –4 circumstance penalty to the skill check, and unless you achieve a critical success, you gain 1 additional Unrest. Whether or not you are simultaneously assigning a leader, you may also use this activity to attempt to reselect the four leadership roles that you have invested. Any result other than a critical failure allows this. Critical Success The people love the new leader. The leader immediately provides the benefits tied to occupying the new role and gains a +1 circumstance bonus to all Kingdom skill checks they attempt before the end of the next Kingdom turn Success The people accept the new leader. The leader immediately provides the benefits tied to occupying the new role. Failure The people are unsure about the new leader. The leader takes a –1 circumstance penalty to all checks they attempt as part of their activities during the Activity phase of each Kingdom turn. At the end of the next Kingdom turn, the leader can attempt any Loyalty-based basic skill check to ingratiate themselves with the populace. The leader may attempt this check at the end of each Kingdom turn until they succeed. Success removes this penalty, but a critical failure results in the development detailed in Critical Failure below. Critical Failure The people reject the new leader. The leadership role is treated as vacant and you must attempt to reassign it using the New Leadership activity at the start of the next Kingdom turn. Unrest increases by 1.","category":"action","rarity":"common","slug":"action-1378"},{"skill_mod":{},"summary":"When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren't …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1379","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Pledge of Fealty","trait":["Downtime","Leadership"],"id":"action-1379","text":" Pledge of Fealty Source Kingmaker Adventure Path pg. 520 --- When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren't already part of a nation, you can offer them a place in your kingdom, granting them the benefits of protection, security, and prosperity in exchange for their fealty. The benefits granted to your kingdom can vary wildly, but often manifest as one-time boons to your commodities or unique bonuses against certain types of events. The adventure text in this campaign offers numerous examples of groups who could accept a Pledge of Fealty. You can attempt this skill check with Intrigue, Statecraft, or Warfare; however, certain groups will respond better (or worse) to specific skills. The DC is the group's Negotiation DC (see the sidebar on page 519). Critical Success The group becomes part of your kingdom, granting the specific boon or advantage listed in that group's entry. If you haven't already claimed the hex in which the group dwells, you immediately do so, gaining 10 kingdom XP and increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). If the hex doesn't share a border with your kingdom, it becomes a secondary territory and checks involving this location take a Control penalty. Success As success, but you don't claim the hex the group is in. Immediately roll 1 Resource Die. You must spend RP equal to the result to integrate the group into your kingdom. Failure The group refuses to pledge to you at this time. You can attempt to get them to Pledge Fealty next turn. Increase Unrest by 1. Critical Failure The group refuses to pledge to you— furthermore, it will never Pledge Fealty to your kingdom, barring significant in-play changes or actions by the PCs (subject to the GM's approval). The group's potentially violent rebuff of your offer increases Unrest by 2 and increases a Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1379"},{"skill_mod":{},"summary":"You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1380","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Quell Unrest","trait":["Downtime","Leadership"],"id":"action-1380","text":" Quell Unrest Source Kingmaker Adventure Path pg. 521 --- You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, Magic, Politics, or Warfare check to Quell Unrest, but you can never use the same skill for this activity in consecutive Kingdom turns. This activity cannot be attempted more than once per Kingdom turn. Critical Success Reduce Unrest by 1d6. Success Reduce Unrest by 1. Failure You fail to reduce Unrest. Critical Failure You not only fail to reduce Unrest, but actually incite further anger among the citizenry. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1.","category":"action","rarity":"common","slug":"action-1380"},{"skill_mod":{},"summary":"When things have gotten out of hand in the kingdom and the nation's reputation has become damaged, you can focus efforts on a campaign to reassure …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1381","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Repair Reputation","trait":["Downtime","Leadership"],"id":"action-1381","text":" Repair Reputation Source Kingmaker Adventure Path pg. 521 --- When things have gotten out of hand in the kingdom and the nation's reputation has become damaged, you can focus efforts on a campaign to reassure the citizens and bring them closer together, stamp down crime, organize repairs and maintenance of public structures, or strive to adjust poor public opinions. The skill used to Repair Reputation depends on which Ruin total you wish to reduce. If you wish to reduce your Corruption, you attempt an Arts check. If you wish to reduce your Crime, you attempt a Trade check. If you wish to reduce your Decay, you attempt an Engineering check. If you wish to reduce your Strife, you attempt an Intrigue check. In all cases, the DC is your Control DC + 2. Critical Success You reduce the targeted Ruin by 2 and reduce its current ruin penalty by 1 to a minimum of 0. Success You reduce the targeted Ruin by 1. Failure You fail to reduce the targeted Ruin. You cannot attempt to Repair Reputation on this Ruin for 1 Kingdom turn. Critical Failure You fail to reduce the targeted Ruin in a particularly public and embarrassing way. Increase Unrest by 1d4, and you cannot attempt to Repair Reputation for 3 Kingdom turns.","category":"action","rarity":"common","slug":"action-1381"},{"skill_mod":{},"summary":"Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1382","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Rest and Relax","trait":["Downtime","Leadership"],"id":"action-1382","text":" Rest and Relax Source Kingmaker Adventure Path pg. 521 --- Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good example for the nation. You take time to relax, and you extend the chance to unwind to your citizens as well. The Kingdom skill you use to determine the effectiveness of your time off depends on how you want to spend it: Use a basic Arts check to spend the time engaged in entertainment or the pursuit of a hobby. Use a basic Boating check to enjoy trips on the lakes and rivers of your kingdom. Use a basic Scholarship check to spend the time reading or studying a topic of personal interest beyond your daily duties. Use a basic Trade check to spend your time shopping or feasting. Use a basic Wilderness check to get away from the bustle and relax in the countryside. If your kingdom Rested and Relaxed the previous Kingdom turn, the DC increases by 4, as your kingdom's production and output hasn't had a chance to catch up to all those vacation days. Critical Success The citizens enjoy the time off and are ready to get back to work. Reduce Unrest by 1, and the next Leadership activity you take gains a +2 circumstance bonus. Success The time spent relaxing has calmed nerves; reduce Unrest by 1. Failure The rest is welcome, but not particularly beneficial in the long term. Critical Failure The time is wasted, and when you get back to work, you have to spend extra time catching up. Take a –2 circumstance penalty to your next skill check made as a Leadership activity","category":"action","rarity":"common","slug":"action-1382"},{"skill_mod":{},"summary":"You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland (page 535). If you're attempting …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Plains or hills are the predominant terrain feature in the hex; the hex is in the influence of one of your settlements.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1383","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Farmland","trait":["Downtime","Region"],"id":"action-1383","text":" Establish Farmland Source Kingmaker Adventure Path pg. 522 Requirements Plains or hills are the predominant terrain feature in the hex; the hex is in the influence of one of your settlements. --- You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland (page 535). If you're attempting to Establish Farmland in a hex that is predominantly plains, you must spend 1 RP and the check is against your Control DC. If you're targeting a hex that is predominantly hills, you must spend 2 RP and the check is against your Control DC + 5. Critical Success You establish two adjacent Farmland hexes instead of one. If your target hex was a hills hex, the additional hex may be a hills hex or a plains hex; otherwise, the additional hex must be a plains hex. If no appropriate hex is available, treat this result as a regular success instead. Success You establish one Farmland hex. Failure You fail to establish a Farmland hex. Critical Failure You fail to establish a Farmland hex, and your attempt potentially causes the spread of a blight. At the start of each of the next two Event phases, attempt a DC 6 flat check; on a failure, your kingdom experiences a Crop Failure event in this and all adjacent hexes.","category":"action","rarity":"common","slug":"action-1383"},{"skill_mod":{},"summary":"Attempt a basic check to forage for wild edibles or gather excess crops from farms.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1384","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Harvest Crops","trait":["Downtime","Region"],"id":"action-1384","text":" Harvest Crops Source Kingmaker Adventure Path pg. 522 --- Attempt a basic check to forage for wild edibles or gather excess crops from farms. Critical Success Gain 1d4 Food commodities. Success Gain 1 Food commodity. Failure Gain no Food commodities. Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1384"},{"skill_mod":{},"summary":"You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and spend RP equal to the result. Then …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1385","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Craft Luxuries","trait":["Downtime","Leadership"],"id":"action-1385","text":" Craft Luxuries Source Kingmaker Adventure Path pg. 522 --- You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and spend RP equal to the result. Then attempt a basic check. Critical Success Your artisans exceed expectations and craft extravagant goods. Gain 1d4 Luxury Commodities. Success Your artisans produce some delightful goods. Gain 1 Luxury Commodity. Failure Your artisans fail to produce anything noteworthy. Critical Failure Your artisans not only fail to produce anything noteworthy, but some took advantage of the opportunity to push their own agendas or earn more for themselves by selling to underground markets. Increase one of your Ruins by 1.","category":"action","rarity":"common","slug":"action-1385"},{"skill_mod":{},"summary":"You encourage your kingdom's artists to create and display a masterful work of art to bolster your kingdom's reputation. Attempt a basic check; the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1386","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Create a Masterpiece","trait":["Downtime","Leadership"],"id":"action-1386","text":" Create a Masterpiece Source Kingmaker Adventure Path pg. 522 --- You encourage your kingdom's artists to create and display a masterful work of art to bolster your kingdom's reputation. Attempt a basic check; the result affects either Fame or Infamy (depending on the type of kingdom you're running). Create a Masterpiece may be attempted only once per Kingdom turn regardless of the number of leaders pursuing activities. Critical Success Gain 1 Fame or Infamy point immediately, and at the start of your next Kingdom turn, gain 1 additional Fame or Infamy point. Immediately roll 2 Resource Dice. Gain RP equal to the result. Success Gain 1 Fame or Infamy point immediately. Failure Your attempt to create a masterpiece fails. Critical Failure Not only does your attempt to create a masterpiece fail, it does so in a dramatic and humiliating way. Lose 1 Fame or Infamy point; if you have no Fame or Infamy points to lose, instead gain 1d4 Unrest.","category":"action","rarity":"common","slug":"action-1386"},{"skill_mod":{},"summary":"Attempt a basic check to fish for food from the rivers and lakes in your kingdom.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Must have at least one claimed hex that includes river or lake terrain.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1387","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Go Fishing","trait":["Downtime","Region"],"id":"action-1387","text":" Go Fishing Source Kingmaker Adventure Path pg. 522 Requirements Must have at least one claimed hex that includes river or lake terrain. --- Attempt a basic check to fish for food from the rivers and lakes in your kingdom. Critical Success Gain 1d4 Food commodities. Success Gain 1 Food commodity. Failure Gain no Food commodities. Critical Failure You lose some fishers to tragic accidents; gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1387"},{"skill_mod":{},"summary":"Your command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post in the hex. Spend RP as …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The target hex must be claimed by your kingdom and must not have a settlement in it.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1388","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Fortify Hex","trait":["Downtime","Region"],"id":"action-1388","text":" Fortify Hex Source Kingmaker Adventure Path pg. 523 Requirements The target hex must be claimed by your kingdom and must not have a settlement in it. --- Your command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post in the hex. Spend RP as determined by the hex's most inhospitable terrain (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. A fortified hex grants an additional bonus in warfare (see Appendix 3), but also gives traveling PCs a place to rest that prevents wandering monsters from interrupting their rest. Critical Success You find a defensible position for your fortification and finish construction efficiently. Gain a refund of half the RP you spent to build in the hex, then reduce Unrest by 1. Success You establish your fortification in the hex. Reduce Unrest by 1. Failure You fail to fortify the hex. Critical Failure Your attempt ends in disaster. Not only do you fail to build a structure, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1388"},{"skill_mod":{},"summary":"Attempt a basic check to organize and encourage your settlements' healers, apothecaries, medics, and other caregivers to provide care and support for …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1389","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Provide Care","trait":["Downtime","Leadership"],"id":"action-1389","text":" Provide Care Source Kingmaker Adventure Path pg. 523 --- Attempt a basic check to organize and encourage your settlements' healers, apothecaries, medics, and other caregivers to provide care and support for citizens in need. Critical Success You provide unexpectedly compassionate support for the people. Reduce Unrest by 1 and reduce one Ruin of your choice by 1. Success Your care soothes the worries and fears of the populace; reduce Unrest by 1. Failure You don't provide any notable care for the citizens, but at least you don't make things worse. Critical Failure Your attempt to provide care backfires. Increase your Unrest or a Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1389"},{"skill_mod":{},"summary":"You order your kingdom's engineers to construct a network of robust roads through the hex. Travel along roads uses a terrain type one step better …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The hex in which you seek to build roads must be claimed by your kingdom.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1390","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Build Roads","trait":["Downtime","Region"],"id":"action-1390","text":" Build Roads Source Kingmaker Adventure Path pg. 523 Requirements The hex in which you seek to build roads must be claimed by your kingdom. --- You order your kingdom's engineers to construct a network of robust roads through the hex. Travel along roads uses a terrain type one step better than the surrounding terrain; for example, roads through forest hexes—normally difficult terrain—allow travel as if it were open terrain. Spend RP as determined by the hex's most inhospitable terrain (see Building on Rough Terrain on page 519; if the hex includes any rivers that cross the hex from one hex side to any other, you must spend double the normal RP cost to also build bridges; this adds the Bridge structure to that hex). Then attempt a basic check. Work with the GM to determine where your roads appear on the map. Critical Success You build roads into the target hex and one adjacent claimed hex that doesn't yet have roads and whose terrain features are at least as hospitable as those of the target hex. If no adjacent hex is appropriate, treat this result as a Success instead. Success You build roads in the hex. Failure You fail to build roads in the hex. Critical Failure Your attempt to build roads ends in disaster. Not only do you fail to build roads, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1390"},{"skill_mod":{},"summary":"Choose a single occupied lot in one of your settlements and attempt a basic check to reduce it to Rubble and then clear the Rubble away to make ready …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1391","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Demolish","trait":["Civic","Downtime"],"id":"action-1391","text":" Demolish Source Kingmaker Adventure Path pg. 523 --- Choose a single occupied lot in one of your settlements and attempt a basic check to reduce it to Rubble and then clear the Rubble away to make ready for a new structure. For multiple-lot structures, you'll need to perform multiple Demolish activities (or critically succeed at the activity) to fully clear all of the lots. As soon as you begin Demolishing a multiple-lot structure, all of the lots occupied by that structure no longer function. Critical Success Choose one of the following effects: you demolish an entire multiple-lot structure all at once and clear all of the lots it occupied, or you recover 1d6 Commodities (chosen from lumber, stone, and ore) from the Rubble of a single-lot demolition. Success You demolish the lot successfully. Failure You fail to demolish the lot. It remains in Rubble and cannot be used for further construction until you successfully Demolish it. Critical Failure As failure, but accidents during the demolition cost you the lives of some of your workers. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1391"},{"skill_mod":{},"summary":"Your hire a crew of workers to travel to a hex that contains Lumber, Ore, or Stone to be harvested. Spend RP as determined by the hex's most …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1392","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Work Site","trait":["Downtime","Region"],"id":"action-1392","text":" Establish Work Site Source Kingmaker Adventure Path pg. 524 --- Your hire a crew of workers to travel to a hex that contains Lumber, Ore, or Stone to be harvested. Spend RP as determined by the hex's most inhospitable terrain (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. Lumber camps can be established in any hex that contains a significant amount of forest terrain. Mines and quarries can be established in any hex that contains a significant amount of hill or mountain terrain. Critical Success You establish a Work Site in the hex and proceed to discover an unexpectedly rich supply of high quality Commodities. All Commodity yields granted by this site are doubled until the end of the next Kingdom turn. Success You establish a Work Site in the hex. Failure You fail to establish a Work Site in the hex. Critical Failure Not only do you fail to establish a Work Site, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1392"},{"skill_mod":{},"summary":"You send excavators to build waterways, canals, or drainage systems to convey water from areas that have natural access to a river or lake. Spend RP …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You control a hex adjacent to a river or lake that itself does not contain a river or lake.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1393","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Irrigation","trait":["Downtime","Region"],"id":"action-1393","text":" Irrigation Source Kingmaker Adventure Path pg. 524 Requirements You control a hex adjacent to a river or lake that itself does not contain a river or lake. --- You send excavators to build waterways, canals, or drainage systems to convey water from areas that have natural access to a river or lake. Spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. Critical Success The hex gains a river or lake terrain feature (or you change the effects of a previous critical failure at Irrigation in this hex into a failure); work with your GM to determine where these features appear in the hex. In addition, your workers were efficient and quick, and you regain half the RP you spent building the waterways. Success As success, but without regaining any RP. Failure You fail to build workable systems or to restore a previous critical failure, and the hex does not gain the river or lake terrain feature. Critical Failure As failure, but your attempts at Irrigation are so completely useless that they become breeding grounds for disease. Gain 1 Unrest. From this point onward, at the start of your Kingdom turn's Event phase, attempt a DC 4 flat check. This flat check's DC increases by 1 for each hex in your kingdom that contains a critically failed attempt at Irrigation. If you fail this flat check, your kingdom suffers a Plague event in addition to any other event it might have. You can attempt this activity again in a later Kingdom turn to undo a critically failed Irrigation attempt.","category":"action","rarity":"common","slug":"action-1393"},{"skill_mod":{},"summary":"While the PCs can strike out themselves to deal with ongoing events, it's often more efficient to Hire Adventurers. When you Hire Adventurers to help …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1394","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Hire Adventurers","trait":["Downtime","Leadership"],"id":"action-1394","text":" Hire Adventurers Source Kingmaker Adventure Path pg. 524 --- While the PCs can strike out themselves to deal with ongoing events, it's often more efficient to Hire Adventurers. When you Hire Adventurers to help end an ongoing event, the DC is equal to your Control DC adjusted by the event's level modifier. Roll 1 Resource Die and spend RP equal to the result each time you attempt this activity. Critical Success You end the continuous event. Success The continuous event doesn't end, but you gain a +2 circumstance bonus to resolve the event during the next Event phase. Failure You fail to end the continuous event. If you try to end the continuous event again, the cost in RP increases to 2 Resource Dice. Critical Failure As failure, but word spreads quickly through the region—you can no longer attempt to end this continuous event by Hiring Adventurers.","category":"action","rarity":"common","slug":"action-1394"},{"skill_mod":{},"summary":"You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1395","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Celebrate Holiday","trait":["Downtime","Leadership"],"id":"action-1395","text":" Celebrate Holiday Source Kingmaker Adventure Path pg. 524 --- You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors and give them a chance to make merry at the kingdom's expense. Attempt a basic check, but if your kingdom Celebrated a Holiday the previous turn, the DC increases by 4, as your kingdom hasn't had a chance to recover from the previous gala. Critical Success Your holidays are a delight to your people. The event is expensive, but incidental income from the celebrants covers the cost. You gain a +2 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn. Success Your holidays are a success, but they're also expensive. You gain a +1 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn. Immediately roll 1 Resource Die and spend RP equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead. Failure The holiday passes with little enthusiasm, but is still expensive. Immediately roll 1 Resource Die and spend RP equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead. Critical Failure Your festival days are poorly organized, and the citizens actively mock your failed attempt to celebrate. During the next turn, reduce your Resource Dice total by 4. The failure also causes you to take a –1 circumstance penalty to Loyalty-based checks until the end of the next Kingdom turn.","category":"action","rarity":"common","slug":"action-1395"},{"skill_mod":{},"summary":"There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1396","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Trade Commodities","trait":["Commerce","Downtime"],"id":"action-1396","text":" Trade Commodities Source Kingmaker Adventure Path pg. 525 --- There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that your kingdom currently stockpiles and reduce that Commodity's stockpile by up to 4. Then attempt a basic check. If you trade with a group that you've established diplomatic relations with, you gain a +1 circumstance bonus to the check. Critical Success At the beginning of the next Kingdom turn, you gain 2 bonus Resource Dice per point of stockpile expended from your Commodity now. Success At the beginning of your next Kingdom turn, you gain 1 bonus Resource Die per point of stockpile expended from your Commodity now. Failure You gain 1 bonus Resource Die at the beginning of your next Kingdom turn. Critical Failure You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1396"},{"skill_mod":{},"summary":"The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1397","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Relocate Capital","trait":["Downtime","Leadership"],"id":"action-1397","text":" Relocate Capital Source Kingmaker Adventure Path pg. 525 Requirements One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity. --- The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. Attempt a check with a DC equal to the kingdom's Control DC + 5. You cannot Relocate your Capital again for at least 3 Kingdom turns. Critical Success The move goes off splendidly, with people excited about the new capital and celebrating the leadership's wisdom. Success The move goes smoothly and with minimal disruption, but some folks are upset or homesick. Increase Unrest by 1. Failure The move causes unhappiness. Gain 1 Unrest and increase two Ruins of your choice by 1. Critical Failure The people reject the idea of the new capital and demand you move it back. The move is unsuccessful, and your capital remains unchanged. Gain 1d4 Unrest. Increase three Ruins of your choice by 1 and the fourth Ruin by 3.","category":"action","rarity":"common","slug":"action-1397"},{"skill_mod":{},"summary":"You send spies out to gather intelligence on a neighboring nation, a cult or thieves' guild within your borders, an unclaimed Freehold, or even an …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1398","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Infiltration","trait":["Downtime","Leadership"],"id":"action-1398","text":" Infiltration Source Kingmaker Adventure Path pg. 526 --- You send spies out to gather intelligence on a neighboring nation, a cult or thieves' guild within your borders, an unclaimed Freehold, or even an unexplored adventure site. Alternately, you can simply send your spies out to investigate the current health of your kingdom. Attempt a basic check. Critical Success You learn something valuable or helpful. If you were infiltrating a specific target, the GM decides what is learned, but the information is exact and precise. For example, if you were infiltrating an unexplored ruin, you might learn that the site is infested with web lurkers and spider swarms. If you were investigating your kingdom's health, your spies reveal easy methods to address citizen dissatisfaction, allowing you to choose one of the following: reduce Unrest by 1d4 or reduce a Ruin of your choice by 1. Success You learn something helpful about the target, but the information is vague and imprecise. For example, if you were infiltrating the same ruin mentioned in the critical success above, you might learn that some sort of aberration uses the ruins as its lair. If you were investigating your kingdom's health, your spies learn enough that you can take action. Reduce your kingdom's Unrest by 1. Failure Your spies fail to learn anything of import, but they are not themselves compromised. Critical Failure You never hear from your spies again, but someone certainly does! You take a –2 circumstance penalty on all kingdom checks until the end of the next Kingdom turn as counter-infiltration from an unknown enemy tampers with your kingdom's inner workings.","category":"action","rarity":"common","slug":"action-1398"},{"skill_mod":{},"summary":"You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1399","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Clandestine Business","trait":["Downtime","Leadership"],"id":"action-1399","text":" Clandestine Business Source Kingmaker Adventure Path pg. 526 --- You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities to the government, but the common citizens will be more than upset if they find out! This starts as a basic check against your Control DC, but every subsequent Kingdom turn you pursue Clandestine Business, the DC increases by 2. Every Kingdom turn that passes without Clandestine Business reduces the DC by 1 (until you reach your Control DC). Critical Success Immediately roll 2 Resource Dice. Gain RP equal to the result. In addition, you gain 1d4 Luxury Commodities. The public is none the wiser. Success Either immediately roll 2 Resource Dice and gain RP equal to the result, or gain 1d4 Luxury Commodities. Regardless of your choice, rumors spread about where the government is getting these “gifts.” Increase Unrest by 1. Failure Immediately roll 1 Resource Die and gain RP equal to the result. Rumors are backed up with eyewitness accounts. Increase Unrest by 1 and Corruption by 1. Critical Failure You gain nothing from the Clandestine Business but angry citizens. Increase Unrest by 1d6, Corruption by 2, and one other Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1399"},{"skill_mod":{},"summary":"Your spellcasters try to resolve issues when mundane solutions just aren't enough. Attempt a basic check.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1400","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Supernatural Solution","trait":["Downtime","Fortune","Leadership"],"id":"action-1400","text":" Supernatural Solution Source Kingmaker Adventure Path pg. 526 --- Your spellcasters try to resolve issues when mundane solutions just aren't enough. Attempt a basic check. Critical Success You can call upon your spellcasters' supernatural solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so just before a Kingdom skill check is rolled (by yourself or any other PC). Attempt a Magic check against the same DC in addition to the Kingdom skill check, and take whichever of the two results you prefer. If you don't use your Supernatural Solution by the end of this Kingdom turn, this benefit ends and you gain 10 kingdom XP instead. Success As critical success, but the solution costs the kingdom 1d4 RP to research. This cost is paid now, whether or not you use your supernatural solution. Failure Your attempt at researching a supernatural solution costs the kingdom 2d6 RP, but is ultimately a failure, providing no advantage. Critical Failure As failure, but your spellcasters' resources and morale are impacted such that you cannot attempt a Supernatural Solution again for 2 Kingdom turns. Special You cannot influence a check with Supernatural Solution and Creative Solution simultaneously","category":"action","rarity":"common","slug":"action-1400"},{"skill_mod":{},"summary":"Your kingdom's spellcasters read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1401","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Prognostication","trait":["Downtime","Leadership"],"id":"action-1401","text":" Prognostication Source Kingmaker Adventure Path pg. 527 --- Your kingdom's spellcasters read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check. Critical Success If you have a random kingdom event this turn, roll twice to determine the event that takes place. The players choose which of the two results occurs, and the kingdom gains a +2 circumstance bonus to the check to resolve the event. Success Gain a +1 circumstance bonus to checks made to resolve random kingdom events this turn. Failure Your spellcasters divine no aid. Critical Failure Your spellcasters provide inaccurate readings of the future. You automatically have a random kingdom event this turn. Roll twice to determine the event that takes place; the GM decides which of the two results occurs.","category":"action","rarity":"common","slug":"action-1401"},{"skill_mod":{},"summary":"Attempt a basic check to draw upon your kingdom's treasury to enhance the quality of life for your citizens. This activity can be taken only during …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1402","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Improve Lifestyle","trait":["Commerce","Downtime"],"id":"action-1402","text":" Improve Lifestyle Source Kingmaker Adventure Path pg. 527 --- Attempt a basic check to draw upon your kingdom's treasury to enhance the quality of life for your citizens. This activity can be taken only during the Commerce phase of a Kingdom turn (page 538). Critical Success Your push to Improve Lifestyles affords your citizens significant free time to pursue recreational activities. For the remainder of the Kingdom turn, you gain a +2 circumstance bonus to Culture-based checks. Success Your push to Improve Lifestyles helps your citizens enjoy life. For the remainder of the Kingdom turn, you gain a +1 circumstance bonus to Culture-based checks. Failure As success, but you've strained your treasury. Take a –1 circumstance penalty to Economy-based checks for the remainder of this Kingdom turn. Critical Failure Your attempt to Improve Lifestyles backfires horribly as criminal elements in your kingdom abuse your generosity. You take a –1 circumstance penalty to Economy-based checks for the remainder of the Kingdom turn, gain 1 Unrest, and add 1 to a Ruin of your choice.","category":"action","rarity":"common","slug":"action-1402"},{"skill_mod":{},"summary":"You work with your kingdom's scholars, thinkers, and practitioners of magical and mundane experimentation to come up with new ways to resolve issues …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1403","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Creative Solution","trait":["Downtime","Fortune","Leadership"],"id":"action-1403","text":" Creative Solution Source Kingmaker Adventure Path pg. 527 --- You work with your kingdom's scholars, thinkers, and practitioners of magical and mundane experimentation to come up with new ways to resolve issues when business as usual is just not working. Attempt a basic check. Critical Success You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result. If you don't use your Creative Solution by the end of this turn, you lose this benefit and gain 10 kingdom XP instead. Success As critical success, but the Creative Solution costs the kingdom 1d4 RP to research. This cost is paid now, whether or not you use your Creative Solution. Failure Your attempt at researching a Creative Solution costs the kingdom 2d6 RP but is ultimately a failure. It provides no advantage. Critical Failure As failure, but your scholars and thinkers are so frustrated that you take a –1 circumstance penalty to Culture-based checks until the end of the next Kingdom turn. Special You cannot influence a check with Supernatural Solution and Creative Solution simultaneously.","category":"action","rarity":"common","slug":"action-1403"},{"skill_mod":{},"summary":"You tap into the cash reserves of your kingdom for the PCs' personal use or to provide emergency funding for an event. This is a basic check, but …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1404","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Tap Treasury","trait":["Commerce","Downtime"],"id":"action-1404","text":" Tap Treasury Source Kingmaker Adventure Path pg. 528 --- You tap into the cash reserves of your kingdom for the PCs' personal use or to provide emergency funding for an event. This is a basic check, but after you succeed or critically succeed at this activity, all future attempts to Tap Treasury have their results worsened two degrees. This penalty persists until funds equal to those taken from the treasury are repaid via Capital Investment (page 529). Critical Success You withdraw funds equal to the Currency per Additional PC column on Table 10–9: Party Treasure By Level on page 509 of the Pathfinder Core Rulebook (using your kingdom's level to set the amount), or you successfully fund the unexpected event that required you to Tap your Treasury. Success As critical success, but you overdraw your treasury in the attempt. You take a –1 circumstance penalty to all Economy-based checks until the end of your next Kingdom turn. Failure You fail to secure the funds you need, and rumors about the kingdom's potential shortfall of cash cause you to take a –1 circumstance penalty to all Loyalty and Economy-based checks until the end of your next Kingdom turn. Critical Failure As failure, but the rumors spiral out of control. Increase Unrest by 1 and add 1 to a Ruin of your choice.","category":"action","rarity":"common","slug":"action-1404"},{"skill_mod":{},"summary":"When disaster strikes, you send out a call for help to another nation with whom you have diplomatic relations. The DC of this check is equal to the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have diplomatic relations with the group you are requesting aid from.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1405","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Request Foreign Aid","trait":["Downtime","Leadership"],"id":"action-1405","text":" Request Foreign Aid Source Kingmaker Adventure Path pg. 528 Requirements You have diplomatic relations with the group you are requesting aid from. --- When disaster strikes, you send out a call for help to another nation with whom you have diplomatic relations. The DC of this check is equal to the other group's Negotiation DC +2 (see the sidebar on page 519). Critical Success Your ally's aid grants a +4 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn. You can choose to apply this bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known. In addition, immediately roll 2 Resource Dice and gain RP equal to the result; this RP does not accrue into XP at the end of the turn if you don't spend it. Success As success, but choose the benefit given by the aid: either roll 1 Resource Die and gain RP equal to the result or gain a +2 circumstance bonus to a check. Failure Your ally marshals its resources but cannot get aid to you in time to deal with your current situation. At the start of your next Kingdom turn, gain 1d4 RP. Critical Failure Your ally is tangled up in its own problems and is unable to assist you, is insulted by your request for aid, or might even have an interest in seeing your kingdom struggle against one of your ongoing events. Whatever the case, your pleas for aid make your kingdom look desperate. You gain no aid, but you do increase Unrest by 1d4.","category":"action","rarity":"common","slug":"action-1405"},{"skill_mod":{},"summary":"You send emissaries to another group to foster positive relations and communication. The DC of this check is the group's Negotiation DC (see the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1406","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Send Diplomatic Envoy","trait":["Downtime","Leadership"],"id":"action-1406","text":" Send Diplomatic Envoy Source Kingmaker Adventure Path pg. 528 --- You send emissaries to another group to foster positive relations and communication. The DC of this check is the group's Negotiation DC (see the sidebar on page 519). Attempts to Send a Diplomatic Envoy to a nation with which your kingdom is at war take a –4 circumstance penalty to the check and have the result worsened one degree. At the GM's option, some wars might be so heated that this activity has no chance of success. Critical Success Your envoys are received quite warmly and make a good first impression. You establish diplomatic relations with the group (see page 534 for more information) and gain a +2 circumstance bonus to all checks made with that group until the next Kingdom turn. Success You establish diplomatic relations. Failure Your envoys are received, but the target organization isn't ready to engage in diplomatic relations. If you attempt to Send a Diplomatic Envoy to the group next Kingdom turn, you gain a +2 circumstance bonus to that check. Critical Failure Disaster! Your envoy fails to reach their destination, is turned back at the border, or is taken prisoner or executed, at the GM's discretion. The repercussions on your kingdom's morale and reputation are significant. Choose one of the following results: gain 1d4 Unrest, add 1 to a Ruin of your choice, or immediately roll 2 Resource Dice and spend RP equal to the result. In any event, you cannot attempt to Send a Diplomatic Envoy to this same target for the next 3 Kingdom turns.The first time your kingdom succeeds at establishing diplomatic relations in the campaign, gain 60 kingdom XP as a milestone award (page 538).","category":"action","rarity":"common","slug":"action-1406"},{"skill_mod":{},"summary":"You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You must be within the influence of a settlement that contains at least one Bank.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1407","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Capital Investment","trait":["Downtime","Leadership"],"id":"action-1407","text":" Capital Investment Source Kingmaker Adventure Path pg. 529 Requirements You must be within the influence of a settlement that contains at least one Bank. --- You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from enemies, magical or alchemical items, and so on. Your contribution generates economic activity in the form of RP that can be used during your current Kingdom turn or on the next Kingdom turn (your choice). You can use Capital Investment to repay funds from Tap Treasury (page 528). In this case, no roll is needed and you simply deduct the appropriate amount of funds from your personal wealth to pay back that which was borrowed. When you use Capital Investment to generate RP, the amount of gp required to make an investment is set by your kingdom's level. Investments below this amount cause your attempt at Capital Investment to suffer an automatic critical failure, while investments above this amount are lost. The investment required is equal to the value listed on Table 10–9: Party Treasure by Level in the Pathfinder Core Rulebook (page 509); use the value for your kingdom's level under the “Currency per Additional PC” as the required investment value. This is a basic check. Critical Success Your kingdom reaps the benefits of your investment. Immediately roll 4 Resource Dice. Gain RP equal to the result. Success Your investment helps the economy. Immediately roll 2 Resource Dice. Gain RP equal to the result. Failure Your investment ends up being used to shore up shortfalls elsewhere. Gain 1d4 RP. Critical Failure Your investment is embezzled, lost, or otherwise misappropriated. Choose one of the following: either roll 1 Resource Die and gain RP equal to the result and also increase your Crime by an equal amount, or gain 0 RP and increase Crime by 1.","category":"action","rarity":"common","slug":"action-1407"},{"skill_mod":{},"summary":"You send agents out to attend to established trade agreements. Spend 2 RP per Trade Agreement you wish to manage. Then attempt a basic check. If you …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1408","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Manage Trade Agreements","trait":["Commerce","Downtime"],"id":"action-1408","text":" Manage Trade Agreements Source Kingmaker Adventure Path pg. 529 --- You send agents out to attend to established trade agreements. Spend 2 RP per Trade Agreement you wish to manage. Then attempt a basic check. If you Managed Trade Agreements on the previous turn, increase this DC by 5. Critical Success At the start of your next Kingdom turn, you gain 1 bonus Resource Die per trade agreement, and 1 Commodity of your choice per trade agreement (no more than half of these Commodities may be Luxuries). Success As critical success, but you must choose between gaining Resource Dice or Commodities. Failure You gain 1 RP per trade agreement at the start of your next turn. Critical Failure You gain no benefit, as your traders and merchants met with bad luck on the road. You can't Manage Trade Agreements for 1 Kingdom turn.","category":"action","rarity":"common","slug":"action-1408"},{"skill_mod":{},"summary":"You can spend RP to Purchase Commodities, but doing so is more expensive than gathering them or relying upon trade agreements. When you Purchase …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1409","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Purchase Commodities","trait":["Downtime","Leadership"],"id":"action-1409","text":" Purchase Commodities Source Kingmaker Adventure Path pg. 529 --- You can spend RP to Purchase Commodities, but doing so is more expensive than gathering them or relying upon trade agreements. When you Purchase Commodities, select the Commodity you wish to purchase (Food, Lumber, Luxuries, Ore, or Stone). Expend 8 RP if you're purchasing Luxuries or 4 RP if you're purchasing any other Commodity. Then attempt a basic check. Critical Success You immediately gain 4 Commodities of the chosen type and 2 Commodities of any other type (except Luxuries). Success You gain 2 Commodities of the chosen type. Failure You gain 1 Commodity of the chosen type. Critical Failure You gain no Commodities.","category":"action","rarity":"common","slug":"action-1409"},{"skill_mod":{},"summary":"Tax collectors travel through the lands to collect funds for the betterment of the kingdom. Attempt a basic check.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1410","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Collect Taxes","trait":["Commerce","Downtime"],"id":"action-1410","text":" Collect Taxes Source Kingmaker Adventure Path pg. 530 --- Tax collectors travel through the lands to collect funds for the betterment of the kingdom. Attempt a basic check. Critical Success Your tax collectors are wildly successful! For the remainder of the Kingdom turn, gain a +2 circumstance bonus to Economy-based checks. Success Your tax collectors gather enough to grant you a +1 circumstance bonus to Economy-based checks for the remainder of the Kingdom turn. If you attempted to Collect Taxes during the previous turn, increase Unrest by 1. Failure As success, but the people are unhappy about taxes—increase Unrest by 1 (or by 2 if you attempted to Collect Taxes the previous turn). Critical Failure Your tax collectors encounter resistance from the citizens and their attempts to gather taxes are rebuffed. While the tax collectors still manage to gather enough taxes to support essential government needs, they have angered the kingdom's citizens and encouraged rebellious acts. Increase Unrest by 2, and choose one Ruin to increase by 1.","category":"action","rarity":"common","slug":"action-1410"},{"skill_mod":{},"summary":"Attempt a basic check to gather excess livestock from local wildlife, ranches, and farms. This generates a number of Food commodities.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1411","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Gather Livestock","trait":["Downtime","Region"],"id":"action-1411","text":" Gather Livestock Source Kingmaker Adventure Path pg. 530 --- Attempt a basic check to gather excess livestock from local wildlife, ranches, and farms. This generates a number of Food commodities. Critical Success Gain 1d4 Food commodities. Success Gain 1 Food commodity. Failure Gain no Food commodities. Critical Failure Lose 1d4 Food commodities to spoilage. If you have no Food to lose, you instead gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1411"},{"skill_mod":{},"summary":"The army moves through your kingdom or beyond. Since this travel occurs over the course of the entire month that preceded the Kingdom turn, the …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1413","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Deploy Army","trait":["Army","Downtime"],"id":"action-1413","text":" Deploy Army Source Kingmaker Adventure Path pg. 567 --- The army moves through your kingdom or beyond. Since this travel occurs over the course of the entire month that preceded the Kingdom turn, the ground an army covers when it deploys can be quite extensive. You can Deploy an Army with an Exploration, Boating, or Magic check. When you use an Exploration check, choose a location within 20 hexes of the army's current hex. If the army's starting point and ending point are connected by a road, increase the result one degree of success. Count roadless hexes that contain swamps or mountains, or each hex where you must cross a river or lake without the aid of a bridge, as two hexes.. You can issue orders to force march. Doing so grants a +4 circumstance bonus on the check, but causes the army to increase its weary condition by 1 (or by 2, if you fail the check). When you use a Boating check, the army's starting point and ending point must be connected by a body of water; choose any location within 20 hexes along this route. You must be at least master in Magic to attempt a Magic check. When you do so, choose any location within 30 hexes of the army's current hex, then roll your check. If the army's deployment causes it to cross your kingdom's border, the DC increases by 5. If the army's deployment causes it to cross an enemy kingdom's border, the DC instead increases by 10. Critical Success The army arrives much more quickly than you anticipated; it arrives at its destination and then becomes efficient. Success The army arrives at its destination. Failure The army arrives at its destination, but ran into some sort of trouble along the way. Increase the army's weary condition by 1 and attempt a DC 6 flat check; on a failure, reduce the army's HP by 1. Critical Failure Rather than arriving at its destination, the army becomes lost until it recovers from this condition. Increase Unrest by 1d4, and attempt a DC 11 flat check; on a failure, reduce the army's HP by 1.","category":"action","rarity":"common","slug":"action-1413"},{"skill_mod":{},"summary":"You can choose to disband an army with no check needed. If the army consisted of conscripts from your kingdom, the soldiers revert to being citizens. …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1414","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Disband Army","trait":["Army","Downtime"],"id":"action-1414","text":" Disband Army Source Kingmaker Adventure Path pg. 567 --- You can choose to disband an army with no check needed. If the army consisted of conscripts from your kingdom, the soldiers revert to being citizens. If the army was recruited from creatures encountered in the wilds, they return to their homes. A disbanded army no longer contributes to your kingdom's Consumption.","category":"action","rarity":"common","slug":"action-1414"},{"skill_mod":{},"summary":"You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The army is in the same hex as a Refuge, Settlement, or Work Site .","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1415","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Garrison Army","trait":["Army","Downtime"],"id":"action-1415","text":" Garrison Army Source Kingmaker Adventure Path pg. 567 Requirements The army is in the same hex as a Refuge, Settlement, or Work Site. --- You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, Settlement, or Work Site. If you're garrisoning the army in a Refuge hex, attempt a basic Defense check. If you're garrisoning the army in a settlement, attempt a basic Politics check. If you're garrisoning the army in a Work Site hex, attempt a basic Engineering check. This check's DC increases by 5 if the hex is not part of your kingdom, or by 10 if the location is part of an enemy kingdom. Critical Success The army becomes fortified until it is deployed. Additionally, the efficiency of the garrisoning reduces this army's Consumption by 2 (to a minimum of 1) until it is deployed. Success The army becomes fortified until it is deployed. Failure The army becomes fortified until the next Kingdom turn begins, at which point you must use this activity again to maintain the fortified condition. Critical Failure Your army clashes with local citizens, abuses their authority, lets their watchful readiness slack, and/or provokes confrontations where they are not needed. It does not become fortified, and you cannot attempt to garrison that army at this location again for 4 Kingdom turns. Increase Unrest by 1.","category":"action","rarity":"common","slug":"action-1415"},{"skill_mod":{},"summary":"You order an attack against an enemy army, causing a war encounter to begin after this Kingdom turn ends. No check is necessary if you wish to engage …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have at least one army in the same hex as an enemy army.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1416","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Offensive Gambit","trait":["Army","Downtime"],"id":"action-1416","text":" Offensive Gambit Source Kingmaker Adventure Path pg. 567 Requirements You have at least one army in the same hex as an enemy army. --- You order an attack against an enemy army, causing a war encounter to begin after this Kingdom turn ends. No check is necessary if you wish to engage the enemy without attempting to gain an advantage in initiative. If you want to gain an advantage by surprising the enemy, attempt an Intrigue check. If you want to gain an advantage by intimidating the enemy, attempt a Warfare check. In either case, the DC is equal to the enemy army's Scouting DC. Critical Success Your approach surprises or intimidates the enemy. Your armies in this hex gain a +2 circumstance bonus on their initiative checks, and one enemy army of the party's choice in this hex becomes shaken 1. Success Your approach gives you an advantage. Your armies in this hex gain a +2 circumstance bonus on their initiative checks. Failure You gain no advantage in the battle. Critical Failure Not only do you fail to gain advantage, but the enemy forces have anticipated the attack. Enemy armies in this hex at the time of the Offensive Gambit gain a +4 circumstance bonus on their initiative checks in any resulting war encounters.","category":"action","rarity":"common","slug":"action-1416"},{"skill_mod":{},"summary":"You provide your army with better gear. Choose what sort of gear you wish to provide your army with from the list beginning on page 574. The level of …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1417","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Outfit Army","trait":["Army","Downtime"],"id":"action-1417","text":" Outfit Army Source Kingmaker Adventure Path pg. 568 --- You provide your army with better gear. Choose what sort of gear you wish to provide your army with from the list beginning on page 574. The level of the gear chosen must be equal to or less than the army's level. If you're crafting or purchasing gear, the level of the gear chosen must be equal to or less than your kingdom level. If you're distributing resources gained from battle, the level of the gear chosen must be equal to or less than the highest level of an enemy army defeated in that battle. If you're purchasing the gear, this activity requires a basic Trade check and costs the standard amount of RP for the gear; you cannot purchase magic gear unless your kingdom is at least expert rank in Magic. If you're distributing gear gained from battle, this activity requires a basic Warfare check and does not cost RP. Critical Success The gear proved particularly easy to outfit, and the army becomes efficient. Success The gear is sufficient, and your army becomes outfitted with it immediately. Failure The gear proves to be unusable and the attempt to outfit the army fails. If you spent RP on the check, it is refunded. Critical Failure As failure, but spent RP is not refunded.","category":"action","rarity":"common","slug":"action-1417"},{"skill_mod":{},"summary":"When an army endures ill fortune, it can become afflicted by negative conditions. You can use the Recover Army activity to work at removing an …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1418","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Recover Army","trait":["Army","Downtime"],"id":"action-1418","text":" Recover Army Source Kingmaker Adventure Path pg. 568 --- When an army endures ill fortune, it can become afflicted by negative conditions. You can use the Recover Army activity to work at removing an affliction with a basic skill check (this DC increases by 5 if you are attempting to Recover from the defeated condition); the skill required for the check depends on the affliction. ## Recovering Army Conditions Condition Skill Check to Recover Damaged Defense or Folklore (expert) Defeated Politics (master) or <%%32%%> Warfare <%END> (expert) Lost Exploration or Wilderness (expert) Mired or Pinned Engineering or Magic (expert) Shaken Arts or Warfare (expert) Weary Arts (expert) or Defense Critical Success You reduce the affliction's value by 2 (or in the case of a damaged army, increase its HP by 2 up to its maximum). If the affliction does not have a value, it is removed. Success As critical success but you reduce the affliction's value by 1 (or in the case of a damaged army, increase its HP by 1 up to its maximum). Failure You fail to remove the affliction. Critical Failure You fail to remove the affliction and your soldier's lowered morale spreads discontent; increase Unrest by 1. If you were attempting to recover a defeated army, the army is destroyed.","category":"action","rarity":"common","slug":"action-1418"},{"skill_mod":{},"summary":"Note that you pursue this activity during the Leadership step of the Activity phase. Either you recruit an army from your kingdom's citizens, or …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1419","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Recruit Army","trait":["Army","Downtime"],"id":"action-1419","text":" Recruit Army Source Kingmaker Adventure Path pg. 569 --- Note that you pursue this activity during the Leadership step of the Activity phase. Either you recruit an army from your kingdom's citizens, or you secure the allegiance of a specialized army you encountered in the Stolen Lands. If you're recruiting an army from your kingdom's citizens, choose one of the basic armies listed at the start of page 570 and attempt a Warfare check against the army's Recruitment DC. If you're securing a specialized army, you must attempt a Statecraft check against the Recruitment DC; statistics for these armies appear starting on page 571. Critical Success You recruit the army; it becomes efficient. Success You recruit the army. Failure You fail to recruit the army. Critical Failure Many of the individuals in the army you attempted to recruit took offense at the attempt. Gain 1 Unrest, and you cannot attempt to recruit an army again until the next Kingdom turn.","category":"action","rarity":"common","slug":"action-1419"},{"skill_mod":{},"summary":"You train an army in the use of a tactic. Choose one of the tactics from those listed starting on page 575, then attempt a Scholarship or Warfare …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1420","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Train Army","trait":["Army","Downtime"],"id":"action-1420","text":" Train Army Source Kingmaker Adventure Path pg. 569 --- You train an army in the use of a tactic. Choose one of the tactics from those listed starting on page 575, then attempt a Scholarship or Warfare check against the tactic's Training DC. If your army has already learned its maximum number of tactics, the newly learned tactic replaces a previously learned tactic of your choice. Critical Success The army learns the tactic and then becomes efficient. Success The army learns the tactic. Failure The army fails to learn the tactic. Critical Failure The army not only fails to learn the tactic but becomes frustrated and exhausted from the training; increase the army's weary condition by 1.","category":"action","rarity":"common","slug":"action-1420"},{"skill_mod":{},"summary":"Your army attempts to close the distance with a target enemy army it is not engaged with by attempting a Maneuver check.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1421","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Advance","trait":["Maneuver"],"actions_number":2,"id":"action-1421","text":" Advance Single Action Source Kingmaker Adventure Path pg. 579 --- Your army attempts to close the distance with a target enemy army it is not engaged with by attempting a Maneuver check. Critical Success The enemy army becomes engaged with your army, even if it previously had the distant condition (in which case it loses that condition and becomes engaged). Success If the target army is distant, it loses that condition; otherwise, it becomes engaged. Failure Your army's attempt to advance fails. Critical Failure Your army's attempt to advance fails, and it becomes disorganized, becoming mired 1 until the start of its next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1421"},{"skill_mod":{},"summary":"Your army attacks an enemy army with a Strike against the enemy army's AC. You can do so with a melee Strike only if you are engaged with the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1422","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Battle","trait":["Attack"],"actions_number":2,"id":"action-1422","text":" Battle Single Action Source Kingmaker Adventure Path pg. 579 --- Your army attacks an enemy army with a Strike against the enemy army's AC. You can do so with a melee Strike only if you are engaged with the target army. Otherwise, you must use a ranged Strike. An army can attempt a maximum of 5 ranged Strikes per war encounter (unless it has the Increased Ammunition tactic). As with any attack, multiple Strikes in a single round suffer a multiple attack penalty. A siege engine can use the Battle action to attack and damage a fortification. Critical Success You deal 2 points of damage to the army. Success You deal 1 point of damage to the army.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1422"},{"skill_mod":{},"summary":"Your army attempts to disengage from enemy armies to put some distance between itself and the enemy. Attempt a Maneuver check against each army your …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1423","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Disengage","trait":["Maneuver"],"actions_number":4,"id":"action-1423","text":" Disengage Two Actions Source Kingmaker Adventure Path pg. 579 --- Your army attempts to disengage from enemy armies to put some distance between itself and the enemy. Attempt a Maneuver check against each army your army is engaged with. Critical Success Your army is no longer engaged with the target army. In addition, your army is automatically no longer engaged with any armies you haven't yet rolled a Maneuver check against during this war action. Success Your army breaks free and is no longer engaged with the target army. Failure Your army remains engaged with the target army. Critical Failure Your army remains engaged with the target army and, for the remainder of this turn, your army cannot attempt to disengage from any army with which it is still engaged.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1423"},{"skill_mod":{},"summary":"Your army spends a war action to adopt a defensive pose— raising shields, focusing on parrying attacks, or seeking cover. Attempt a Maneuver check …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1424","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Guard","trait":["Maneuver"],"actions_number":2,"id":"action-1424","text":" Guard Single Action Source Kingmaker Adventure Path pg. 579 --- Your army spends a war action to adopt a defensive pose— raising shields, focusing on parrying attacks, or seeking cover. Attempt a Maneuver check against a target army. Critical Success Your army gains a +2 item bonus to its AC until the start of your next turn; this bonus applies to all attacks against this army, not just from the targeted army. Success Your army gains a +2 item bonus to its AC until the start of your next turn against attacks from the target army. Failure Your army fails to guard against the target army. Critical Failure Your army fails spectacularly to guard against the target army and becomes mired 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1424"},{"skill_mod":{},"summary":"Your army's leaders attempt to bolster the soldiers' morale and fight back the effects of fear and panic. Attempt a Morale check against a target …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1425","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Rally","trait":["Morale"],"actions_number":4,"id":"action-1425","text":" Rally Two Actions Source Kingmaker Adventure Path pg. 580 --- Your army's leaders attempt to bolster the soldiers' morale and fight back the effects of fear and panic. Attempt a Morale check against a target enemy army of your choice. Critical Success If your army is routed, it loses the routed condition. Reduce your army's shaken condition by 2. Success Reduce your army's shaken condition by 1. Critical Failure Your attempt to rally backfires—increase your army's shaken condition by 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1425"},{"skill_mod":{},"summary":"Your army tries to escape from the battlefield. If your army is already distant , it flees the battlefield, is no longer part of the war encounter, …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1426","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Retreat","actions_number":6,"id":"action-1426","text":" Retreat Three Actions Source Kingmaker Adventure Path pg. 580 --- Your army tries to escape from the battlefield. If your army is already distant, it flees the battlefield, is no longer part of the war encounter, and becomes routed. Otherwise, your army gains the distant condition.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1426"},{"skill_mod":{},"summary":"Your army attacks with frightening vigor. Attempt a melee Strike against an enemy army's AC.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Merciless ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1427","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"All-Out Assault","trait":["Attack","Cavalry","Infantry"],"actions_number":4,"id":"action-1427","text":" All-Out Assault Two Actions Source Kingmaker Adventure Path pg. 580 Requirements Merciless --- Your army attacks with frightening vigor. Attempt a melee Strike against an enemy army's AC. Critical Success Your army inflicts 3 points of damage to the target army. If your army's next war action this turn is an attack war action against a different target army, you gain a +1 circumstance bonus to the Strike as your fury continues to the new target. Success Your army deals 2 points of damage to the target army. Failure Your army falters, but still deals 1 point of damage to the target army. Critical Failure Your army deals no damage to the target army and becomes outflanked until the start of its next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1427"},{"skill_mod":{},"summary":"Your army attempts to patch up an allied army's wounds during battle. Once you attempt this war action on an army, that army is temporarily immune to …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Field Triage ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1428","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Battlefield Medicine","trait":["Infantry","Skirmisher"],"actions_number":6,"id":"action-1428","text":" Battlefield Medicine Three Actions Source Kingmaker Adventure Path pg. 580 Requirements Field Triage --- Your army attempts to patch up an allied army's wounds during battle. Once you attempt this war action on an army, that army is temporarily immune to Battlefield Medicine for the remainder of the war encounter. Attempt a DC 25 Scouting check to successfully sort the army's wounded and provide swift aid. Critical Success You restore 2 HP to the target army. Success You restore 1 HP to the target army. Critical Failure Your attempt to heal the army fails, and that army's weary condition value increases by 1.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1428"},{"skill_mod":{},"summary":"Your army lashes out at the foe as they attempt to perform a maneuver. Attempt a melee Strike against the triggering army's AC. Counterattack doesn't …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"trigger":"An army you are engaged with attempts a maneuver war action.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1429","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Counterattack","trait":["Infantry","Skirmisher"],"actions_number":1,"id":"action-1429","text":" Counterattack Reaction Source Kingmaker Adventure Path pg. 580 Trigger An army you are engaged with attempts a maneuver war action. Requirements Flexible Tactics --- Your army lashes out at the foe as they attempt to perform a maneuver. Attempt a melee Strike against the triggering army's AC. Counterattack doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Critical Success You inflict 1 point of damage on the army and increase its shaken condition value by 1. Success You inflict 1 point of damage on the army.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1429"},{"skill_mod":{},"summary":"Your army's ranged fire provides cover and protection for an allied army to maneuver. Attempt a ranged Strike against a target army's AC.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Sharpshooter ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1430","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Covering Fire","trait":["Attack","Cavalry","Infantry","Skirmisher"],"actions_number":4,"id":"action-1430","text":" Covering Fire Two Actions Source Kingmaker Adventure Path pg. 580 Requirements Sharpshooter --- Your army's ranged fire provides cover and protection for an allied army to maneuver. Attempt a ranged Strike against a target army's AC. Critical Success You inflict 2 points of damage to the target army, and it cannot take reactions triggered by maneuver war actions from any army until the start of your next turn. Success You inflict 1 point of damage to the target army, and it can't take reactions triggered by maneuver war actions from any army until the start of your next turn. Failure Your attack fails to provide covering fire, but you inflict 1 point of damage to the target army. Critical Failure Your attempt fails.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1430"},{"skill_mod":{},"summary":"Your army hunkers down behind its shields, presents pole arms in a wall of blades, or moves into position to protect a target allied army that is …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Defensive Tactics ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1431","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Defensive Stance","trait":["Infantry","Maneuver"],"actions_number":4,"id":"action-1431","text":" Defensive Stance Two Actions Source Kingmaker Adventure Path pg. 581 Requirements Defensive Tactics --- Your army hunkers down behind its shields, presents pole arms in a wall of blades, or moves into position to protect a target allied army that is outflanked. Attempt a Maneuver check against an enemy army. Critical Success The target allied army is no longer outflanked by any army. Success The target allied army is no longer outflanked by the target army. Critical Failure Your defensive stance fails, and your army is now outflanked by the target enemy army.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1431"},{"skill_mod":{},"summary":"Your army uses trickery, deception, and unfair tactics to attempt a devastating attack against an outflanked army. Attempt a melee Strike or a ranged …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1432","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Dirty Fighting","trait":["Attack","Skirmisher"],"actions_number":2,"id":"action-1432","text":" Dirty Fighting Single Action Source Kingmaker Adventure Path pg. 581 Requirements Flexible Tactics --- Your army uses trickery, deception, and unfair tactics to attempt a devastating attack against an outflanked army. Attempt a melee Strike or a ranged Strike against the AC of a target outflanked army that is not distant. Critical Success The target army becomes weary 2 until the start of your next turn. Success The target army becomes weary 1 until the start of your next turn. Critical Failure Your attack deals no damage to the target army, which is emboldened by your failed attempt at dirty fighting. This reduces the target army's weary value by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1432"},{"skill_mod":{},"summary":"Your army feigns defeat to trick an enemy army. Attempt a Morale check against a target army.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"trigger":"Your army succeeds at a morale check.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1433","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"False Retreat","trait":["Infantry","Morale","Skirmisher"],"actions_number":1,"id":"action-1433","text":" False Retreat Reaction Source Kingmaker Adventure Path pg. 581 Trigger Your army succeeds at a morale check. Requirements Flexible Tactics --- Your army feigns defeat to trick an enemy army. Attempt a Morale check against a target army. Critical Success The target army is caught off guard by your army's deception. It becomes outflanked and is unable to take reactions until the start of your next turn. Success The target army is caught off guard by your army's deception and is outflanked until the start of its next turn. Critical Failure The enemy anticipated your tactic and moves to take advantage of the situation. Your army becomes outflanked until the start of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1433"},{"skill_mod":{},"summary":"Your army launches a probing attack meant to trick the enemy into thinking you are attacking from one quarter while your real thrust comes elsewhere.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1434","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Feint","trait":["Attack","Infantry","Skirmisher"],"actions_number":2,"id":"action-1434","text":" Feint Single Action Source Kingmaker Adventure Path pg. 581 Requirements Flexible Tactics --- Your army launches a probing attack meant to trick the enemy into thinking you are attacking from one quarter while your real thrust comes elsewhere. Critical Success The target army's defenses are thrown off; it is outflanked until the end of your turn. Success The target army is fooled, but only momentarily. It is outflanked against the next melee Strike your army attempts against it before the end of your current turn. Critical Failure The enemy anticipates your feint and presses the advantage. You are outflanked by the target army until the end of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1434"},{"skill_mod":{},"summary":"You send your army around an enemy's flank to get a better attacking position and to push your enemy into disorder. Attempt a Maneuver check against …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Reckless Flankers , you aren't engaged","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1435","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Outflank","trait":["Cavalry","Maneuver","Skirmisher"],"actions_number":4,"id":"action-1435","text":" Outflank Two Actions Source Kingmaker Adventure Path pg. 581 Requirements Reckless Flankers, you aren't engaged --- You send your army around an enemy's flank to get a better attacking position and to push your enemy into disorder. Attempt a Maneuver check against the target army. Critical Success The target army becomes outflanked until the start of your next turn. You can choose to become engaged with that army or not. Success The target army is outflanked until the start of your next turn. You are now engaged with that army. Critical Failure You underestimate the target army's position, and the blunder causes your army to become outflanked until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1435"},{"skill_mod":{},"summary":"Your siege engines focus all their fire on a fortification. This war action counts as using two ranged Strikes for the purposes of depleting an …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Explosive Shot ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1436","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Overwhelming Bombardment","trait":["Attack","Siege"],"actions_number":4,"id":"action-1436","text":" Overwhelming Bombardment Two Actions Source Kingmaker Adventure Path pg. 582 Requirements Explosive Shot --- Your siege engines focus all their fire on a fortification. This war action counts as using two ranged Strikes for the purposes of depleting an army's shots. Attempt a ranged Strike against the target fortification's AC. Critical Success You deal 2 points of damage to the fortification. You also deal 1 point of damage to up to two armies of your choice that are within the fortification. Success You deal 1 point of damage to the fortification, and an additional 1 point of damage either to the fortification or to an army within the fortification (your choice of which). Failure You deal 1 damage to the fortification. Critical Failure You deal no damage, and your army becomes outflanked until the start of its next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1436"},{"skill_mod":{},"summary":"Your army attempts to frighten and cow an enemy army. Attempt a Morale check against the target army.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Focused Devotion ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1437","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Taunt","trait":["Morale"],"actions_number":2,"id":"action-1437","text":" Taunt Single Action Source Kingmaker Adventure Path pg. 582 Requirements Focused Devotion --- Your army attempts to frighten and cow an enemy army. Attempt a Morale check against the target army. Critical Success The target army becomes shaken 2 until the start of your next turn. Success The target army becomes shaken 1 until the start of your next turn. Critical Failure Your failed attempt bolsters the enemy's spirits. This reduces the target army's shaken value by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1437"},{"skill_mod":{},"summary":"You make an attempt to force a foe to confront its guilt and face its shame for its actions. When you do so, attempt either a Diplomacy check or …","primary_source":"Kingmaker Adventure Path","trait_group":["Sense","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1438","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Forgive Foe","trait":["Auditory","Concentrate","Linguistic","Mental"],"actions_number":4,"id":"action-1438","text":" Forgive Foe Two Actions Source Kingmaker Adventure Path pg. 460 --- You make an attempt to force a foe to confront its guilt and face its shame for its actions. When you do so, attempt either a Diplomacy check or another check as indicated in the creature’s Shame entry; the DC is the creature’s Will DC. Critical Success Your words strike home and allow the creature to escape its servitude to the House at the Edge of Time. The specific effects of this are listed in the creature’s Shame entry. Success Your words give the foe pause. It suffers a –2 status penalty on all attacks, effect DCs, and its Will DC against additional Forgive Foe attempts until the end of your next turn. Critical Failure Your attempt fails so dramatically that you instead fuel the creature’s wrath and effectively blind it to its sense of shame and guilt. For the next 24 hours, it no longer suffers the effects of shame when it attacks you and you can no longer attempt to Forgive that Foe.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1438"},{"skill_mod":{},"summary":"The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1439","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision","actions_number":4,"id":"action-1439","text":" Activate Two Actions envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1439"},{"skill_mod":{},"summary":"The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1440","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision","actions_number":4,"id":"action-1440","text":" Activate Two Actions envision; Effect The aeon stone captures the image of a creature of your size that you can see within 30 feet. It can have up to 3 images captured at a time; if you capture a fourth, you decide which image it replaces.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1440"},{"skill_mod":{},"summary":"The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The prism is storing at least one image of a creature of your size","source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1441","frequency":"three times per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision","actions_number":4,"id":"action-1441","text":" Activate Two Actions envision; Frequency three times per day; Requirements The prism is storing at least one image of a creature of your size; Effect The aeon stone casts a 3rd-level illusory disguise on you, which must be of one of the creatures it has currently captured. While you are under the effects of this spell, the aeon stone is invisible.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1441"},{"skill_mod":{},"summary":"You take a bow, spread your arms, and the cloak casts 4th-level darkness centered on a corner of your space. This darkness doesn't impede your …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1442","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":4,"id":"action-1442","text":" Activate Two Actions Interact; Frequency once per day; Effect You take a bow, spread your arms, and the cloak casts 4th-level darkness centered on a corner of your space. This darkness doesn't impede your vision. While the darkness persists, it emits noise like the applauding of a moderately sized crowd.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1442"},{"skill_mod":{},"summary":"You fold the cloak around yourself, and it casts ethereal jaunt on you. You can Sustain the activation for up to 10 minutes. When the activation …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1443","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":4,"id":"action-1443","text":" Activate Two Actions Interact; Frequency once per day; Effect You fold the cloak around yourself, and it casts ethereal jaunt on you. You can Sustain the activation for up to 10 minutes. When the activation ends, you return to material form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1443"},{"skill_mod":{},"summary":"For 1 hour, anyone who looks through the glasses can see invisible creatures and objects, and sees creatures with the spirit trait as solid and …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1444","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact, envision","actions_number":2,"id":"action-1444","text":" Activate Single Action Interact, envision; Frequency once per day; Effect For 1 hour, anyone who looks through the glasses can see invisible creatures and objects, and sees creatures with the spirit trait as solid and substantial (rather than ghostly).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1444"},{"skill_mod":{},"summary":"You flip a switch and the splendid floodlight emits bright magical light in a 120-foot cone that hangs in the air and remains in place even if you …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The splendid floodlight's light is off","source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1445","frequency":"once per hour","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":2,"id":"action-1445","text":" Activate Single Action Interact; Frequency once per hour; Requirements The splendid floodlight's light is off; Effect You flip a switch and the splendid floodlight emits bright magical light in a 120-foot cone that hangs in the air and remains in place even if you move the floodlight. If the cone passes through an area of magical darkness or targets a creature affected by magical darkness, the splendid floodlight attempts to counteract the darkness. Creatures in the cone who are frightened reduce the value of their frightened condition by 1 at the beginning of each turn they start in the area of the cone. The light remains in place until you Interact to flip the switch again to extinguish the floodlight. If you haven't done so after an hour, the switch flips on its own and the floodlight turns off.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1445"},{"skill_mod":{},"summary":"You rotate one of the following gels into position in the floodlight or rotate a gel out. You can do this even if the splendid floodlight has been …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The splendid floodlight's light is on","source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1446","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":4,"id":"action-1446","text":" Activate Two Actions Interact; Requirements The splendid floodlight's light is on; Effect You rotate one of the following gels into position in the floodlight or rotate a gel out. You can do this even if the splendid floodlight has been moved from its position when the light was created. You can have up to two gels in place at once; if you rotate in a third, another of your choice rotates out. Red Gel The light lends an air of gravitas to all creatures illuminated by it. Creatures in the light gain a +2 item bonus to Charisma-based skill checks. Yellow Gel Invisible creatures and objects are visible while in the light, and creatures with the spirit trait appear substantial rather than ghostly. Green Gel All creatures illuminated by the light appear to be wearing exceptionally stylish clothing with elegantly coiffed hair styles. Blue Gel Undead creatures in the light appear as they did when alive, and living creatures in the light appear decayed, like an undead creature. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1446"},{"skill_mod":{},"summary":"You make a melee Strike with shadow's heart and teleport to an open space you can see within 100 feet. If the attack hits, you also leave behind a …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1447","frequency":"one per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (illusion, teleportation)","id":"action-1447","text":" Activate Interact (illusion, teleportation) Frequency one per day; Effect You make a melee Strike with shadow's heart and teleport to an open space you can see within 100 feet. If the attack hits, you also leave behind a shadowy, illusory duplicate of yourself that attacks the same target for up to 3 rounds. The illusion has 1 action per round, which it takes on the turn it's created and on your turn each round. It uses this action to move up to 30 feet to a square adjacent to the target and (if the target is adjacent) to attack the target with a +28 attack modifier, dealing 3d6+16 slashing damage. The illusion has an AC of 35 and is immediately destroyed by any attack that deals damage or requires a saving throw.","category":"action","rarity":"common","slug":"action-1447"},{"skill_mod":{},"summary":"Name a person, event, or location and the umbraex eye shows 1 minute of relevant memory the umbraex witnessed firsthand. The events are displayed …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1448","frequency":"once per hour","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"1 minute (command, Interact)","id":"action-1448","text":" Activate 1 minute (command, Interact); Frequency once per hour; Effect Name a person, event, or location and the umbraex eye shows 1 minute of relevant memory the umbraex witnessed firsthand. The events are displayed as clear images in the eye and accompanied by sound. If the umbraex has no relevant memories, the eye merely flickers with shadows.","category":"action","rarity":"common","slug":"action-1448"},{"skill_mod":{},"summary":"Several of your thorns break off and hook into your attacker's body. You deal 1d8 piercing damage to the triggering creature. It attempts a basic …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"You're hit with an unarmed Strike or a Strike with a non- reach melee weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1449","frequency":"once per day","weakness":{},"name":"Wicked Thorns","actions_number":1,"id":"action-1449","text":" Wicked Thorns Reaction Source Impossible Lands pg. 36 Frequency once per day Trigger You're hit with an unarmed Strike or a Strike with a non-reach melee weapon. --- Several of your thorns break off and hook into your attacker's body. You deal 1d8 piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes 1d4 persistent bleed damage as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8, and the persistent piercing damage increases by 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1449"},{"skill_mod":{},"summary":"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.","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1450","weakness":{},"name":"Raise Neck","actions_number":2,"id":"action-1450","text":" Raise Neck Single Action Source Impossible Lands pg. 48 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1450"},{"skill_mod":{},"summary":"Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1451","frequency":"once per day","weakness":{},"name":"Envenom","actions_number":2,"id":"action-1451","text":" Envenom Single Action Source Impossible Lands pg. 59 Frequency once per day --- Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll. Minor Vishkanyan Venom (injury, poison) Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage (1 round); Stage 3 1d4 poison damage (1 round)","category":"action","actions":"Single Action","rarity":"common","slug":"action-1451"},{"skill_mod":{},"summary":"You quickly envenom poisonous saliva on your weapon as you draw it. Interact to draw a weapon, and then Envenom it. This uses up your daily use of …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your Envenom action hasn't been expended.","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1452","weakness":{},"name":"Venom Draw","actions_number":2,"id":"action-1452","text":" Venom Draw Single Action Source Impossible Lands pg. 60 Requirements Your Envenom action hasn't been expended. --- You quickly envenom poisonous saliva on your weapon as you draw it. Interact to draw a weapon, and then Envenom it. This uses up your daily use of Envenom.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1452"},{"skill_mod":{},"summary":"The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6 persistent bleed damage . If the water wraith has a …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The water wraith's last action was a successful jaws attack against a foe.","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1453","weakness":{},"name":"Gulp Blood","actions_number":2,"id":"action-1453","text":" Gulp Blood Single Action Source Impossible Lands pg. 107 Requirements The water wraith's last action was a successful jaws attack against a foe. --- The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6 persistent bleed damage. If the water wraith has a specialization, the water wraith instead gains 3d8 temporary Hit Points, and the target takes 3d6 persistent bleed damage. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1453"},{"skill_mod":{},"summary":"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 …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're wielding a combination weapon.","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1454","weakness":{},"name":"Touch and Go","trait":["Gunslinger"],"actions_number":2,"id":"action-1454","text":" Touch and Go Single Action Source Impossible Lands pg. 108 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1454"},{"skill_mod":{},"summary":"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 …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1455","weakness":{},"name":"Spring the Trap","trait":["Gunslinger"],"actions_number":0,"id":"action-1455","text":" Spring the Trap Free Action Source Impossible Lands pg. 108 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).","category":"action","actions":"Free Action","rarity":"common","slug":"action-1455"},{"skill_mod":{},"summary":"Should foes parry your blade or dodge your bullets? Neither— they should be watching their purse. Make a melee Strike with your combination weapon, …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1456","weakness":{},"name":"Wind them Up","trait":["Gunslinger"],"actions_number":4,"id":"action-1456","text":" Wind them Up Two Actions Source Impossible Lands pg. 108 --- Should foes parry your blade or dodge your bullets? Neither— they should be watching their purse. Make a melee Strike with your combination weapon, and then attempt a Thievery check with a –5 penalty to Steal from your target; you can't Steal closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to Steal something in this manner. If your Thievery check succeeds, the target is flat-footed against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to Steal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1456"},{"skill_mod":{},"summary":"Your foes are but dross from which you carve and shoot your legend. Make a melee Strike and then a ranged Strike with a combination weapon, both …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1457","weakness":{},"name":"Break Them Down","trait":["Gunslinger"],"actions_number":4,"id":"action-1457","text":" Break Them Down Two Actions Source Impossible Lands pg. 108 --- Your foes are but dross from which you carve and shoot your legend. Make a melee Strike and then a ranged Strike with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee Strike hits, you gain a +1 circumstance bonus to the attack roll with the ranged Strike. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both Strikes hit, you deal an additional 2d6 persistent bleed damage to the enemy, and they're dazzled until this persistent bleed damage ends.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1457"},{"skill_mod":{},"summary":"You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1458","frequency":"once per day","weakness":{},"name":"Interact","id":"action-1458","text":" Activate Interact; Frequency once per day; Effect You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour.","category":"action","rarity":"common","slug":"action-1458"},{"skill_mod":{},"summary":"You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take 6d6 negative damage, …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The carrion cask has consumed a corpse since the last time it was activated","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1459","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1459","text":" Activate Two Actions command, envision; Frequency once per day; Requirements The carrion cask has consumed a corpse since the last time it was activated; Effect You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take 6d6 negative damage, with a DC 24 basic Fortitude save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1459"},{"skill_mod":{},"summary":"You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1460","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-1460","text":" Activate Reaction command; Frequency once per day; Trigger An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points; Effect You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a harm spell to restore 1d8 Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1460"},{"skill_mod":{},"summary":"The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1461","weakness":{},"name":"Interact","actions_number":6,"id":"action-1461","text":" Activate Three Actions Interact; Effect The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count. The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month. You can return the palanquin to its original shape by using an Interact action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1461"},{"skill_mod":{},"summary":"Smoke bellows from the censer with the effects of an obscuring mist centered on you.","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1462","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-1462","text":" Activate Two Actions Interact; Frequency once per hour; Effect Smoke bellows from the censer with the effects of an obscuring mist centered on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1462"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell to cast an animate dead spell prepared with tyrant's writs , you can choose one of the following additional …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1463","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":0,"id":"action-1463","text":" Activate Free Action envision (metamagic) Frequency once per day; Effect If your next action is to Cast a Spell to cast an animate dead spell prepared with tyrant's writs , you can choose one of the following additional benefits to grant the summoned undead. Bloody The undead gains fast healing equal to its level. Explosive When it reaches 0 Hit Points, the undead explodes, dealing 4d6 fire damage to adjacent creatures, with a basic Reflex save using the animate dead spell's DC. As normal, since the final sacrifice spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion. Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds. Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes 1d6 poison damage. ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1463"},{"skill_mod":{},"summary":"You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1464","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-1464","text":" Activate Two Actions Interact; Frequency once per day; Effect You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple Interact action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1464"},{"skill_mod":{},"summary":"A cube of force or Lesser Cube of Nex within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1465","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":4,"id":"action-1465","text":" Activate Two Actions Interact; Frequency once per minute; Effect A cube of force or Lesser Cube of Nex within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1465"},{"skill_mod":{},"summary":"Abraxas opens your inner eye; you gain the effects of hypercognition .","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1466","frequency":"once per hour","weakness":{},"name":"envision","actions_number":2,"id":"action-1466","text":" Activate Single Action envision; Frequency once per hour; Effect Abraxas opens your inner eye; you gain the effects of hypercognition .","category":"action","actions":"Single Action","rarity":"common","slug":"action-1466"},{"skill_mod":{},"summary":"Abraxas envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect.","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"You're about to attempt a saving throw against an emotion effect or an effect that would make you controlled ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1467","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-1467","text":" Activate Reaction envision; Frequency once per hour; Trigger You're about to attempt a saving throw against an emotion effect or an effect that would make you controlled; Effect Abraxas envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1467"},{"skill_mod":{},"summary":"Abraxas reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts mind probe on a …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1468","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-1468","text":" Activate Two Actions command, envision; Frequency once per day; Effect Abraxas reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts mind probe on a creature within range, with a DC of 28.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1468"},{"skill_mod":{},"summary":"Abraxas transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe . You can use …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1469","weakness":{},"name":"envision","actions_number":2,"id":"action-1469","text":" Activate Single Action envision; Effect Abraxas transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes , you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking .","category":"action","actions":"Single Action","rarity":"common","slug":"action-1469"},{"skill_mod":{},"summary":" Abraxas fills your tongue with venom, causing your deceptions to poison your foes. You use Deception to Create a Diversion , Feint , or Lie . …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1470","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-1470","text":" Activate Single Action envision; Frequency once per day; Effect Abraxas fills your tongue with venom, causing your deceptions to poison your foes. You use Deception to Create a Diversion, Feint, or Lie. Choose one target against whom your Deception check succeeded; that target takes 2d6 persistent poison damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1470"},{"skill_mod":{},"summary":"You spend 2 hours searching the hex for a safe and secure location to make camp and then setting up the campsite itself by attempting a Survival …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1471","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Prepare Campsite","trait":["Concentrate","Exploration","Move"],"id":"action-1471","text":" Prepare Campsite Source Kingmaker Companion Guide pg. 107 --- You spend 2 hours searching the hex for a safe and secure location to make camp and then setting up the campsite itself by attempting a Survival check against the Zone DC of the region you're located in (see the Camping Zones table). Once a campsite is prepared, you can use the Prepare Campsite activity in this same hex again in the future (but no more than once per 24 hours) to automatically achieve the same degree of success with only an hour of work. Critical Success You find the perfect spot for a camp. Flat checks to determine encounters at the campsite for the next 24 hours have a DC 2 higher than normal, and the first hour spent performing Camping activities does not incur the usual flat check for random encounters. Success You find a serviceable spot for a camp and for Camping activities. Failure Your campsite will work, but it's not the best. Campsite activities that require checks take a –2 penalty. Critical Failure The campsite is a mess. You can use it to rest and to perform daily preparations, but it isn't good enough to allow for Campsite activities at all. Worse, your attempt to secure a campsite has possibly attracted unwanted attention—attempt a flat check against the zone's Encounter DC. If successful, a random encounter automatically occurs.","category":"action","rarity":"common","slug":"action-1471"},{"skill_mod":{},"summary":"You spend an hour concealing the camp from potential threats by covering tents with branches, ensuring campfire placement minimizes the spread of …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"trained in Stealth ","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1472","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Camouflage Campsite","trait":["Camping","Manipulate","Secret"],"id":"action-1472","text":" Camouflage Campsite Source Kingmaker Companion Guide pg. 109 Requirements trained in Stealth --- You spend an hour concealing the camp from potential threats by covering tents with branches, ensuring campfire placement minimizes the spread of scent or smoke, reminding others to avoid making too many loud noises, and so on. Attempt a Stealth check against the Zone DC. You can only attempt to Camouflage Campsite once per camping session, regardless of the activity's result. Critical Success Your camouflage attempt exceeds expectation. Increase the Encounter DC for your camp by 2. The first time a flat check would result in an encounter during this camping session, instead treat that result as a failure with no encounter. Success Your work helps hide your camp from detection. Increase the Encounter DC for your camp by 1. Critical Failure You believe you've done well at your camouflage attempt but have actually forgotten something important or accidentally did something to make the campsite more noticeable. Decrease the Encounter DC for your camp by 2, and flat checks made to determine encounters result in a critical success on a roll of 19 or 20.","category":"action","rarity":"common","slug":"action-1472"},{"skill_mod":{},"summary":"You spend 2 hours preparing a meal. Expend 2 basic ingredients per serving you wish to prepare, as well as 1 day's rations, or provisions from …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1473","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Cook Basic Meal","trait":["Camping","Manipulate"],"id":"action-1473","text":" Cook Basic Meal Source Kingmaker Companion Guide pg. 110 --- You spend 2 hours preparing a meal. Expend 2 basic ingredients per serving you wish to prepare, as well as 1 day's rations, or provisions from Subsisting, per serving. Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a DC 22 Survival check or a DC 18 Cooking Lore check to determine the effectiveness of your basic meal. Critical Success You prepare a delicious meal. A character who eats this meal recovers Hit Points equal to their Constitution modifier (minimum 1) multiplied by twice their level when they rest during this camping session instead of the normal amount, and they gain a +1 status bonus to all saving throws until they complete their daily preparations, or begin adventuring again. Success You prepare a meal. A character who eats it gains a +1 status bonus to all saving throws until they complete their daily preparations or begin adventuring again. Failure Your meal fills bellies, but has no other effects. Critical Failure Your meal wreaks havoc on digestion. A character who partook of this meal becomes sickened 1 until after they rest and complete their daily preparations.","category":"action","rarity":"common","slug":"action-1473"},{"skill_mod":{},"summary":"You spend 2 hours preparing a special meal. Choose a special meal whose recipe the party knows and then expend the basic and special ingredients …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"knowledge of the recipe","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1474","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Cook Special Meal","trait":["Camping","Manipulate"],"id":"action-1474","text":" Cook Special Meal Source Kingmaker Companion Guide pg. 110 Requirements knowledge of the recipe --- You spend 2 hours preparing a special meal. Choose a special meal whose recipe the party knows and then expend the basic and special ingredients required for each serving you wish to prepare, as well as 1 day's rations, or provisions from Subsisting, per serving. Special meal recipes are formulas you can purchase at a settlement or discover on your own with the Discover Special Meal activity. Cook Special Meal can be attempted multiple times during a camping session, but each attempt must use a different recipe. A character who is sickened can't eat a special meal or gain its benefits. Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a Survival check or a Cooking Lore check to determine the effectiveness of your special meal. The DC of the check required varies by recipe. Unless the special meal's description says otherwise, its effects last until the next time the party prepares a camp or 24 hours, whichever comes first. Critical Success The character gains the recipe's listed critical success effect. Success The character gains the recipe's listed success effect. Failure The character gains no special benefit from the meal, though it still prevents starvation. Critical Failure The character suffers the recipe's critical failure effect.","category":"action","rarity":"common","slug":"action-1474"},{"skill_mod":{},"summary":"You spend 2 hours attempting to discover a special recipe. Choose a common recipe from those listed starting on page 114; the recipe must be of a …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"trained in Cooking Lore ","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1475","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Discover Special Meal","trait":["Camping","Manipulate"],"id":"action-1475","text":" Discover Special Meal Source Kingmaker Companion Guide pg. 110 Requirements trained in Cooking Lore --- You spend 2 hours attempting to discover a special recipe. Choose a common recipe from those listed starting on page 114; the recipe must be of a level equal to or less than the level of the zone you're camping in. Expend twice the normal amount of ingredients required to prepare 1 serving of the special meal, then attempt that special meal's Cooking Lore check. Critical Success You discover the special meal and add it to the list of recipes the party knows. In addition, your research was efficient, and you recover half of the ingredients you had to expend to attempt this activity. Success As critical success, but you do not recover any ingredients. Failure You fail to discover the special meal and do not recover any ingredients. Critical Failure As failure, but you also expose yourself to the special meal's critical failure effect while performing an unwise taste test.","category":"action","rarity":"common","slug":"action-1475"},{"skill_mod":{},"summary":"You spend 2 hours gathering ingredients. This supplements the food from Subsisting with additional ingredients you can use to cook basic or special …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"trained in Survival ","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1476","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Hunt and Gather","trait":["Camping","Move"],"id":"action-1476","text":" Hunt and Gather Source Kingmaker Companion Guide pg. 111 Requirements trained in Survival --- You spend 2 hours gathering ingredients. This supplements the food from Subsisting with additional ingredients you can use to cook basic or special meals, gaining greater effects than simply eating the rations alone. Attempt a Hunting Lore or Survival check against the Zone DC. Critical Success You find a number of basic ingredients equal to twice the zone's DC, plus 4 special ingredients. If you're Hunting and Gathering in a zone that's at least level 7, increase the number of special ingredients found to 8; if you're doing so in a zone that's at least level 14, increase it to 12. Success You find a number of basic ingredients equal to the zone's DC, plus 1d4 special ingredients. If you're Hunting and Gathering in a zone that's at least level 7, increase the number of special ingredients found to 2d4; if you're doing so in a zone that's at least level 14, increase it to 3d4. Failure You find a number of basic ingredients equal to the zone's DC. Critical Failure You find 1d4 basic ingredients (maximum equal to the zone's DC). In addition, you've attracted attention. Make an additional flat check to determine if a random encounter occurs at your campsite following this activity.","category":"action","rarity":"common","slug":"action-1476"},{"skill_mod":{},"summary":"All of the companions in this book are presented with specialized Camping activities. Normally, in order for a PC to be able to attempt one of …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The companion to be learned from must be camping with you, and they must be at least Friendly .","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1477","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Learn from a Companion","trait":["Camping","Concentrate"],"id":"action-1477","text":" Learn from a Companion Source Kingmaker Companion Guide pg. 111 Requirements The companion to be learned from must be camping with you, and they must be at least Friendly. --- All of the companions in this book are presented with specialized Camping activities. Normally, in order for a PC to be able to attempt one of these specialized activities, that companion must be present in the camp as well, but this activity allows the companion to attempt to teach the party how to perform the activity on their own. You spend 2 hours with the companion when you attempt to learn from them, then attempt a DC 20 Perception check. ## Learning from Companions Activity Companion Requirements Blend into the Night Harrim Trained in Religion, worships Groetus Bolster Confidence Linzi Expert in Performance Camp Management Jubilost Expert in Survival Dawnflower's Blessing Tristian Trained in Religion, worships Sarenrae Enhance Campfire Kanerah Expert in Nature Enhance Weapons Amiri Expert in Crafting Intimidating Posture Regongar Expert in Intimidation Maintain Armor Valerie Expert in Craft Set Alarms Octavia Expert in Arcana Set Traps Nok-Nok Expert in Thievery Undead Guardians Jaethal Expert in Religion Water Hazards Kalikke Expert in Nature Wilderness Survival Ekundayo Expert in Survival Critical Success You learn the companion's special activity. Any PC who meets that activity's requirements (see table above) can now perform that activity even when the companion isn't in the camp. Success You make progress in learning the special activity but require at least one more day to master it. If you attempt to Learn from this Companion the next time you camp, the result of that check is improved by one degree of success from the result rolled. Failure You fail to learn anything from the companion. Critical Failure You fail to learn from the companion, who grows frustrated with the party. No further attempts to Learn from this Companion can be attempted during this camping session.","category":"action","rarity":"common","slug":"action-1477"},{"skill_mod":{},"summary":"You spend 2 hours to take the lead on organizing the camp's watch rotation, optimizing shifts, and scouting the surrounding area to determine which …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"expert in Perception","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1478","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Organize Watch","trait":["Camping"],"id":"action-1478","text":" Organize Watch Source Kingmaker Companion Guide pg. 111 Requirements expert in Perception --- You spend 2 hours to take the lead on organizing the camp's watch rotation, optimizing shifts, and scouting the surrounding area to determine which approaches to the camp are most likely to be used by enemies. Attempt a Perception check against the Zone DC. Critical Success The camp's watch is efficient. Treat the total time required for rest as if the party size were 1 more, and all characters gain a +2 status bonus to Perception checks made during their shift on watch. Success Characters gain a +1 status bonus to Perception checks made during their shift on watch. Failure Your attempt to organize the watch doesn't grant any additional benefits. Critical Failure As failure, but you may have attracted unwanted attention. Attempt a flat check against the zone's Encounter DC to determine if a random encounter occurs.","category":"action","rarity":"common","slug":"action-1478"},{"skill_mod":{},"summary":"You take 2 hours to aid another character in their Camping activity. When you Provide Aid, attempt a skill check of a type decided by the GM. The …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The ally is willing to accept your aid on a Camping activity that requires a check for success.","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1479","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Provide Aid","trait":["Camping","Concentrate"],"id":"action-1479","text":" Provide Aid Source Kingmaker Companion Guide pg. 112 Requirements The ally is willing to accept your aid on a Camping activity that requires a check for success. --- You take 2 hours to aid another character in their Camping activity. When you Provide Aid, attempt a skill check of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. You can Provide Aid as many times as you want during a camping session, but remember that the circumstance bonuses granted by Provide Aid do not stack. Critical Success You grant your ally a +2 circumstance bonus to the activity. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4. Success You grant your ally a +1 circumstance bonus to the activity's check. Critical Failure Your ally takes a –1 circumstance penalty to their activity's check.","category":"action","rarity":"common","slug":"action-1479"},{"skill_mod":{},"summary":"You spend 2 hours listening to campfire stories, chatting, reading, meditating, napping, or otherwise simply relaxing. You gain a +1 circumstance …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1480","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Relax","trait":["Camping"],"id":"action-1480","text":" Relax Source Kingmaker Companion Guide pg. 112 --- You spend 2 hours listening to campfire stories, chatting, reading, meditating, napping, or otherwise simply relaxing. You gain a +1 circumstance bonus to the next check you make in order to resolve a Camping activity, provided that check happens during this camping session. A character that's suffering a status penalty from a critical failure on the Tell Campfire Story activity removes that penalty after spending an hour Relaxing. You can Relax as many times as you want during a camping session.","category":"action","rarity":"common","slug":"action-1480"},{"skill_mod":{},"summary":"You spend 2 hours telling a rousing story, perhaps one of your previous adventures or something that was in turn told to you around a campfire. The …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1481","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Tell Campfire Story","trait":["Camping","Concentrate","Emotion","Linguistic","Mental"],"id":"action-1481","text":" Tell Campfire Story Source Kingmaker Companion Guide pg. 112 --- You spend 2 hours telling a rousing story, perhaps one of your previous adventures or something that was in turn told to you around a campfire. The GM might award a +1 circumstance bonus to your check if the story is relevant to your recent or upcoming adventures, or if it reflects one or more characters' personal stories. Attempt a Performance check against a DC equal to that set by your own level, as given on Table 10–5. All allies in your camp can potentially gain benefits from your stories, but those who spend the hour Relaxing gain the greatest benefits. An ally who spends the two hours of your campfire story Hunting and Gathering or is otherwise outside of the camp's immediate area is not affected by your campfire story. Critical Success You inspire your allies dramatically. For the remainder of the camping session, your allies gain a +2 status bonus to attack rolls, saving throws, and skill checks during combat at the campsite. The bonuses end as soon as daily preparations begin after resting is concluded. If an ally spent the hour Relaxing, they can also choose to reroll a failed roll at any time once during the remainder of the camping session while the status bonus persists; this is a fortune effect. Success You inspire your allies. As critical success, but the status bonus is +1. An ally who spent the hour Relaxing receives a +2 status bonus but does not receive the reroll effect granted by a critical success. Failure Your allies are unmoved and receive no benefits. Critical Failure Your story distracts or unsettles your allies. They each take a –1 status penalty to skill checks until they Relax or until they begin daily preparations.","category":"action","rarity":"common","slug":"action-1481"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Amiri is camping with the PCs (but see Learn from a Companion ). Amiri spends her time in camp …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1482","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Enhance Weapons","trait":["Camping","Concentrate","Manipulate"],"id":"action-1482","text":" Enhance Weapons Source Kingmaker Companion Guide pg. 9 --- Nethys note: This camping activity requires that Amiri is camping with the PCs (but see Learn from a Companion). Amiri spends her time in camp sharpening the group's weapons, bolstering grips and handles, or festooning blunt weapons with temporary stone weights designed to maximize damage. Each PC chooses one melee weapon. That melee weapon gains a +1 circumstance bonus to damage rolls during the next encounter it's used in; this bonus expires at the end of that encounter or after 24 hours, whichever comes first. ","category":"action","rarity":"common","slug":"action-1482"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Ekundayo is camping with the PCs (but see Learn from a Companion ). Ekundayo attempts to bolster …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1483","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Wilderness Survival","trait":["Camping","Concentrate","Manipulate"],"id":"action-1483","text":" Wilderness Survival Source Kingmaker Companion Guide pg. 24 --- Nethys note: This camping activity requires that Ekundayo is camping with the PCs (but see Learn from a Companion). Ekundayo attempts to bolster efforts to cook campfire meals or treating illness by gathering herbs from the campsite's environs. Any attempts to Cook a Meal or Treat Disease gain a +1 item bonus during this camping session. If the party level is 11 or higher, the bonus increases to +2","category":"action","rarity":"common","slug":"action-1483"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Jubilost is camping with the PCs (but see Learn from a Companion ). Jubilost helps organize …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1484","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Camp Management","trait":["Camping","Concentrate","Manipulate"],"id":"action-1484","text":" Camp Management Source Kingmaker Companion Guide pg. 35 --- Nethys note: This camping activity requires that Jubilost is camping with the PCs (but see Learn from a Companion). Jubilost helps organize Camping activities to be more efficient, allowing the campers to attempt additional Camping activities during the camping session. Jubilost attempts a Survival check against the Zone DC to determine how helpful his management is. Critical Success Jubilost's advice speeds things along significantly. During the hour immediately following this critical success, each PC may attempt two Camping activities instead of one. This success does not increase the number of activities companions may attempt. Success As critical success, but only one PC may attempt two Camping activities during the next hour. Critical Failure Jubilost's advice backfires, resulting in inefficiencies during the rest of the camping session. All checks made to resolve Camping activities take a –2 circumstance penalty for the remainder of this camping session.","category":"action","rarity":"common","slug":"action-1484"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Linzi is camping with the PCs (but see Learn from a Companion ). Linzi's enthusiasm inspires …","primary_source":"Kingmaker Companion Guide","trait_group":["Sense","Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1485","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Bolster Confidence","trait":["Auditory","Camping","Concentrate","Linguistic","Mental"],"id":"action-1485","text":" Bolster Confidence Source Kingmaker Companion Guide pg. 47 --- Nethys note: This camping activity requires that Linzi is camping with the PCs (but see Learn from a Companion). Linzi's enthusiasm inspires everyone around her. Checks on all other Camping activities while Linzi does so gain a +1 circumstance bonus. If Linzi is master in Performance, this becomes a +2 circumstance bonus.","category":"action","rarity":"common","slug":"action-1485"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Nok-Nok is camping with the PCs (but see Learn from a Companion ). Nok-Nok sets several annoying …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1486","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Set Traps","trait":["Camping","Manipulate"],"id":"action-1486","text":" Set Traps Source Kingmaker Companion Guide pg. 59 --- Nethys note: This camping activity requires that Nok-Nok is camping with the PCs (but see Learn from a Companion). Nok-Nok sets several annoying and frustrating traps around the camp's perimeter. If the campsite is attacked by enemies during the next 24 hours, the invaders suffer a –1 item penalty to all attack rolls and skill checks on the first round of combat as they navigate the distracting traps. Any enemy whose initiative result is less than Nok-Nok's Thievery DC is also flat-footed from the traps until the start of their turn on the second round of combat.","category":"action","rarity":"common","slug":"action-1486"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Tristian is camping with the PCs (but see Learn from a Companion ). Tristian's prayers to …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1487","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Dawnflower's Blessing","trait":["Camping","Concentrate"],"id":"action-1487","text":" Dawnflower's Blessing Source Kingmaker Companion Guide pg. 72 --- Nethys note: This camping activity requires that Tristian is camping with the PCs (but see Learn from a Companion). Tristian's prayers to Sarenrae invoke her healing blessing on the party, imparting feelings of comfort and security to everyone who's part of the campsite. When the party rests during this camp, each character regains twice the normal amount of Hit Points from the rest (an amount equal to double their Constitution modifier—minimum 2—multiplied by their level). The effect isn't cumulative with the critical success effect of a basic meal.","category":"action","rarity":"common","slug":"action-1487"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Valerie is camping with the PCs (but see Learn from a Companion ). Valerie spends her time in …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1488","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Maintain Armor","trait":["Camping","Manipulate"],"id":"action-1488","text":" Maintain Armor Source Kingmaker Companion Guide pg. 84 --- Nethys note: This camping activity requires that Valerie is camping with the PCs (but see Learn from a Companion). Valerie spends her time in camp maintaining the group's armor and potentially repairing broken shields. One PC chooses one suit of armor or a broken shield. If the PC chooses a suit of armor, that suit of armor grants the wearer temporary Hit Points equal to half their level during the next encounter it's worn; these temporary Hit Points expire at the end of the encounter or after 24 hours. If the PC chooses a broken shield, Valerie restores the broken shield to full HP. An additional PC can choose a suit of armor or broken shield once the party is 3rd level, and then again every 2 levels thereafter.","category":"action","rarity":"common","slug":"action-1488"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Harrim is camping with the PCs (but see Learn from a Companion ). Harrim's prayers to Groetus …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1489","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Blend into the Night","trait":["Camping","Concentrate"],"id":"action-1489","text":" Blend into the Night Source Kingmaker Companion Guide pg. 95 --- Nethys note: This camping activity requires that Harrim is camping with the PCs (but see Learn from a Companion). Harrim's prayers to Groetus bring an air of gloom and solitude over the party's campsite. While this causes the PCs to experience morose and somewhat unsettling dreams, it doesn't affect the quality of rest. It does, however, help to make the campsite less attractive to predators or wandering monsters. When checking for wandering encounters during the night (including when made as part of camping), the flat check DC for the encounter is increased by 2.","category":"action","rarity":"common","slug":"action-1489"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Jaethal is camping with the PCs (but see Learn from a Companion ). As the party preps the …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics","Alignment"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1490","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Undead Guardians","trait":["Camping","Concentrate","Evil"],"id":"action-1490","text":" Undead Guardians Source Kingmaker Companion Guide pg. 97 --- Nethys note: This camping activity requires that Jaethal is camping with the PCs (but see Learn from a Companion). As the party preps the campsite, Jaethal takes an hour to establish contact with the spirits of the dead who linger in the region, be they slain bandits, doomed adventurers, or even just wild animals who succumbed to the laws of nature. If the camp is attacked during the period of rest, these spirits of the dead rise up as undead guardians to defend Jaethal and her allies. These undead guardians manifest as shrieking ghostlike spirits. While their exact shape is determined by the GM, their effect in battle remains the same. Each round during combat, one PC can choose to be defended by the undead guardians (and gain a +1 status bonus to AC for 1 round) or to have them aid their attacks (and gain a +1 status bonus to all melee Strikes for 1 round).","category":"action","rarity":"common","slug":"action-1490"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Kalikke is camping with the PCs (but see Learn from a Companion ). Kalikke infuses water in the …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1491","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Water Hazards","trait":["Camping","Concentrate"],"id":"action-1491","text":" Water Hazards Source Kingmaker Companion Guide pg. 100 --- Nethys note: This camping activity requires that Kalikke is camping with the PCs (but see Learn from a Companion). Kalikke infuses water in the environment near the campsite with latent magical qualities that bolster the campsite's defenses. If the campsite is attacked by enemies during the next 24 hours, the attackers suffer a –2 circumstance penalty to Initiative checks as they're forced to deal with unexpectedly deep puddles, sudden currents in standing water, or thick patches of muddy earth. This penalty increases to –3 once the party reaches 11th level.","category":"action","rarity":"common","slug":"action-1491"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Kanerah is camping with the PCs (but see Learn from a Companion ). Kanerah expertly controls the …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1492","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Enhance Campfire","trait":["Camping","Concentrate"],"id":"action-1492","text":" Enhance Campfire Source Kingmaker Companion Guide pg. 100 --- Nethys note: This camping activity requires that Kanerah is camping with the PCs (but see Learn from a Companion). Kanerah expertly controls the campfire's exact temperature, making it easier to prepare meals. All cooking activities that take place for the remainder of the camping session gain a +1 circumstance bonus. This bonus increases to +2 if the PCs are at least 11th level.","category":"action","rarity":"common","slug":"action-1492"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Octavia is camping with the PCs (but see Learn from a Companion ). Octavia places magical alarms …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1493","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Set Alarms","trait":["Camping","Concentrate"],"id":"action-1493","text":" Set Alarms Source Kingmaker Companion Guide pg. 103 --- Nethys note: This camping activity requires that Octavia is camping with the PCs (but see Learn from a Companion). Octavia places magical alarms at key places along the campsite's perimeter in order to catch ambushers before they can spring their attack on sleeping PCs. The first time the campsite is attacked by enemies during the next 24 hours, the alarms trigger and alert the PCs. Sleeping characters do not take the normal –4 status penalty when rolling initiative during such an attack, while characters who are awake gain a +2 circumstance bonus to their initiative check.","category":"action","rarity":"common","slug":"action-1493"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Regongar is camping with the PCs (but see Learn from a Companion ). The camp's intimidating …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1494","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Intimidating Posture","trait":["Camping","Concentrate","Manipulate"],"id":"action-1494","text":" Intimidating Posture Source Kingmaker Companion Guide pg. 105 --- Nethys note: This camping activity requires that Regongar is camping with the PCs (but see Learn from a Companion). The camp's intimidating nature scares off less powerful encounters. If a Low or Trivial random encounter is rolled at any point during the camp, treat it as no encounter instead. The PCs still earn any XP they would have otherwise earned for defeating the encounter in combat when they wake the next day and notice the telltale signs of flight from the skipped encounter.","category":"action","rarity":"common","slug":"action-1494"},{"skill_mod":{},"summary":" Nethys Note: This activity requires the completion of the The Local Paper kingdom event. You take advantage of your nation's paper to print an …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1495","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Read All About It","trait":["Downtime","Leadership"],"id":"action-1495","text":" Read All About It Source Kingmaker Companion Guide pg. 55 --- Nethys Note: This activity requires the completion of the The Local Paper kingdom event. You take advantage of your nation's paper to print an extra edition, a bonus-sized issue, or something to spread news to the citizens of the nation so that they are more prepared for upcoming events or more informed on how to deal with ongoing events. Attempt a basic Scholarship check to determine how helpful the information proves to be. Critical Success Your kingdom becomes particularly prepared. The next time you attempt a skill check to resolve any event during this Kingdom turn, you gain a +4 circumstance bonus to the roll. Success The information is helpful, but only against ongoing events. The next time you attempt a skill check to resolve an ongoing event during this Kingdom turn, you gain a +2 circumstance bonus to the roll. Failure You fail to prepare your people for the worst. Critical Failure Critical parts of the information you published are false. You take a –2 circumstance penalty to all skill checks made to resolve Kingdom events for the remainder of this Kingdom turn.","category":"action","rarity":"common","slug":"action-1495"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Ekundayo is part of the PC's kingdom and is at least friendly Following Ekundayo's advice, …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1496","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Supplementary Hunting","trait":["Downtime","Region"],"id":"action-1496","text":" Supplementary Hunting Source Kingmaker Companion Guide pg. 24 --- Nethys note: this activity requires that Ekundayo is part of the PC's kingdom and is at least friendly Following Ekundayo's advice, rural-dwelling citizens work to supplement stores of food and resources through hunting and trapping. Attempt a basic Wilderness check to gather excess livestock from the local wildlife, ranches, and farms to generate food commodities. Critical Success Gain 1d4 Food commodities, 1 Luxury commodity, and 1 bonus Resource Die at the start of your next Kingdom turn. Success Choose only one of the three options from the above result. Failure Your hunters and trappers fail to supplement your stores and must spend time resupplying and setting new traps; you cannot attempt Supplementary Hunting on the next Kingdom turn. Critical Failure As failure, but your hunters and trappers have accidentally attracted the attention of dangerous wildlife. Either gain 1d4 Unrest or increase a Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1496"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Jubilost is the Treasurer and is at least friendly With Jubilost's aid, you can process additional …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1497","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Process Hidden Fees","trait":["Downtime","Leadership"],"id":"action-1497","text":" Process Hidden Fees Source Kingmaker Companion Guide pg. 36 --- Nethys note: this activity requires that Jubilost is the Treasurer and is at least friendly With Jubilost's aid, you can process additional taxes, fees, and payments. Attempt a basic Trade check to determine what sorts of additional resources you gather. Critical Success You gain 2 bonus Resource Dice at the start of your next Kingdom turn. Success You gain 1 bonus Resource Die at the start of your next Kingdom turn, but the citizens suspect something is going on: if you attempt to Process Hidden Fees on the next Kingdom turn, the result is worsened one degree. Failure As success, but the citizens catch wind of the fees and grow unhappy. Gain 1 Unrest, and you cannot Process Hidden Fees on your next Kingdom turn. Critical Failure As failure, but gain 1d6 Unrest.","category":"action","rarity":"common","slug":"action-1497"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Linzi is the Counselorand is at least friendly Linzi works to spread the word of the party's heroics …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1498","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Spread the Legend","trait":["Downtime","Leadership"],"id":"action-1498","text":" Spread the Legend Source Kingmaker Companion Guide pg. 47 --- Nethys note: this activity requires that Linzi is the Counselorand is at least friendly Linzi works to spread the word of the party's heroics and achievements, both through word of mouth and by distributing chapbooks or one-sheets detailing their exploits. Attempt a basic Arts check to determine the success of Linzi's efforts. If she has secured a printing press for the kingdom after the PCs help with her quest (see To Ask for Forgiveness, below), the Arts check gains a +2 item bonus. Critical Success Not only do Linzi's stories bring pride and patriotism to the nation, but they also help increase its glory. Reduce Unrest by 1d6, and at the start of the next Kingdom turn, gain one bonus Fame. In addition, if the kingdom experiences a dangerous random event during this turn's Event Phase, reduce that event's level modifier by 1. Success The rousing and inspiring stories Linzi spreads about the PCs helps to bring the nation together. Reduce Unrest by 1d6. Failure Linzi avoids spreading unfortunate news, but only just barely. The citizens are only slightly entertained by their leaders' exploits. Reduce Unrest by 1. Critical Failure Linzi accidentally spreads news of a humiliating or embarrassing nature, causing the people of the kingdom to lose respect for their leaders. Increase Unrest by 1d4.","category":"action","rarity":"common","slug":"action-1498"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Nok-Nok is the Emissary, is at least friendly , and that the the kingdom has at least the trained …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1499","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Recruit Monsters","trait":["Downtime","Region"],"id":"action-1499","text":" Recruit Monsters Source Kingmaker Companion Guide pg. 60 --- Nethys note: this activity requires that Nok-Nok is the Emissary, is at least friendly, and that the the kingdom has at least the trained proficiency rank in the Intrigue skill. While Nok-Nok is quick to suggest that most of the monsters the party encounters during their adventures deserve killing, he also understands that there can be exceptions. Some can be bribed or allied with, while others can be trusted to act on their instincts—a canny person can capitalize on these instincts or alliances to bolster a kingdom's defenses. Attempt a basic Intrigue check. Critical Success You manage to locate a monster's lair and take steps to incorporate it into your kingdom's defense. The next time your kingdom suffers a Bandit Activity, Monster Activity, Sacrifices, or Undead Uprising random event, you can use your recruited monster to help resolve the event. Doing so removes the Recruited Monster from your kingdom (you can attempt to recruit a new monster on a future kingdom turn though) but allows you to roll a skill check twice when resolving the Dangerous Hex event, taking the better of the two results as your actual result. This is a fortune effect. Your kingdom can support 1 Recruited Monster at a time. If your kingdom is master in Intrigue, you can support up to 2 Recruited Monsters at a time, and if your kingdom is legendary in Intrigue, you can support up to 3 Recruited Monsters at a time. Success You locate a monster's lair but can't recruit it into your kingdom's defense just yet. If you attempt this activity on your next kingdom turn; the result of that check is improved one degree as you continue to build a rapport with the monster. Failure You fail to locate a monster, or if you were recruiting a monster you didn't succeed at recruiting on the previous turn, that monster moves on and you must start the recruitment procedure from scratch in the future. Critical Failure You found a monster, but it proves impossible to recruit. Worse, you've attracted its attention. A Monster Activity event occurs during the kingdom's next Event Phase, in addition to any other potential random events.","category":"action","rarity":"common","slug":"action-1499"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Tristian is the Magister and is at least friendly Tristian helps to organize magical defenses and …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1500","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Preventative Measures","trait":["Downtime","Leadership"],"id":"action-1500","text":" Preventative Measures Source Kingmaker Companion Guide pg. 72 --- Nethys note: this activity requires that Tristian is the Magister and is at least friendly Tristian helps to organize magical defenses and resources to combat potential upcoming disasters or dangers to the kingdom. Attempt a basic Magic check to determine how effective the magical preparations are. Critical Success The next time during this Kingdom turn that you attempt a Kingdom skill check to resolve a dangerous event, you gain a +2 circumstance bonus to the check and, unless you roll a critical failure, the result is improved one degree. If you reach the end of this Kingdom turn and haven't had a dangerous event, you may decrease one Ruin of your choice by 1. Success The next time during this Kingdom turn that you attempt a Kingdom skill check to resolve a dangerous event, you gain a +2 circumstance bonus to the check. Critical Failure The attempt to put preventative measures in place has resulted in significant waste of resources. You can't use Preventative Measures again on your next Kingdom turn, and when your next Kingdom turn begins, reduce your Resource Dice total by 2.","category":"action","rarity":"common","slug":"action-1500"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Valerie is the General and is at least friendly Valerie spends time studying the nation's armies, …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1501","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Warfare Exercises","trait":["Downtime","Leadership"],"id":"action-1501","text":" Warfare Exercises Source Kingmaker Companion Guide pg. 85 --- Nethys note: this activity requires that Valerie is the General and is at least friendly Valerie spends time studying the nation's armies, speaking with its commanders, researching historical records of battles, and running simulations in war rooms to help predict the best ways to prepare for upcoming conflicts. Attempt a basic Warfare check to determine the success of these exercises. Critical Success The exercises reveal a wide range of suggestions for the PCs to use during that month's military exercises. All Army activities taken during this Kingdom turn's Activity Phase gain a +1 circumstance bonus. This bonus increases to +2 at Kingdom level 9 and +3 at Kingdom level 15. In addition, the next time this Kingdom turn that you roll a critical failure on an Army activity, the result is improved to a regular failure instead. Success The exercises grant a +1 circumstance bonus to your first Army activity taken during the Kingdom turn's Activity Phase. This bonus increases to +2 at Kingdom level 9 and +3 at Kingdom level 15. Failure The warfare exercises provide no insight this turn. Critical Failure You accidentally form incorrect assumptions about your military tactics. The next time you roll a failure on an Army activity this Kingdom turn, it becomes a critical failure instead.","category":"action","rarity":"common","slug":"action-1501"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Harrim is the Magister and is at least friendly Harrim spends time preaching the End Times. While his …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1502","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Evangelize the End","trait":["Downtime","Leadership"],"id":"action-1502","text":" Evangelize the End Source Kingmaker Companion Guide pg. 95 --- Nethys note: this activity requires that Harrim is the Magister and is at least friendly Harrim spends time preaching the End Times. While his sermons certainly aren't for everyone, his methods avoid deliberately antagonizing those who see hope in the world while simultaneously providing ease and calm to the more desperate among the kingdom's citizens. Attempt a basic Folklore check to determine how effective his sermons are. Critical Success Harrim's prayers soothe and calm the more criminal-minded citizens for the time being. Reduce Unrest by 1d4, and either reduce Crime by 2 or reduce Corruption or Strife by 1. Success Harrim's prayers serve to redirect and calm discord. Reduce Unrest by 1d3. Failure As success, but reduce Unrest by only 1. Critical Failure Harrim's prayers have unsettled some of your citizens. Increase Unrest by 1d4 and increase Decay by 1.","category":"action","rarity":"common","slug":"action-1502"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Jaethal is the Emissary and is at least friendly Urgathoa is more than just the goddess of undeath— …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1503","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Decadent Feasts","trait":["Downtime","Leadership"],"id":"action-1503","text":" Decadent Feasts Source Kingmaker Companion Guide pg. 97 --- Nethys note: this activity requires that Jaethal is the Emissary and is at least friendly Urgathoa is more than just the goddess of undeath— she's also the goddess of gluttony. And Jaethal is no fool; she understands the fear her goddess inspires in the living and knows that focusing on other aspects of her worship are more likely to result in positive growth for the nation. In order to distract the populace, she arranges for decadent feasts for the people, simultaneously feeding the hungry while camouflaging some of her faith's more sinister aspects. Spend 1d8 Food commodities and 1 Luxury commodity, then attempt a basic Agriculture or Trade check to determine how effective the feasts are. Critical Success The people rejoice and glut themselves on the repast! Reduce Unrest by 1d6, and the next time this Kingdom turn you suffer an effect that increases Unrest, do not increase your Unrest. Success The people enjoy the meal, but no longer than it takes to gulp it down. Reduce Unrest by 1d3. Failure The meal is appreciated, but the people remain suspicious. Reduce Unrest by 1. Critical Failure The people are too suspicious of the feast to enjoy it. Worse, rumors that Jaethal is trying to distract the citizens from an evil ritual spread. Increase Unrest by 1d4 and increase Corruption by 1.","category":"action","rarity":"common","slug":"action-1503"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Kalikke is the Counselor and is at least friendly Kalikke takes time and weighs all options when faced …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1504","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Deliberate Planning","trait":["Downtime","Fortune","Leadership"],"id":"action-1504","text":" Deliberate Planning Source Kingmaker Companion Guide pg. 100 --- Nethys note: this activity requires that Kalikke is the Counselor and is at least friendly Kalikke takes time and weighs all options when faced with decisions, regardless of their importance. While this can sometimes lead her to taking too long to make choices, her theoretical analysis can be quite helpful in navigating continuous events. Choose a single continuous event that will affect your kingdom on this turn's Event Phase, then attempt a Scholarship check against that event's DC. Critical Success Kalikke's aid has been monumentally helpful. When you roll to resolve the continuous event you chose, you can roll twice and choose which result to apply. You gain a +1 status bonus to each roll. Success Kalikke's suggestions are useful, granting you a +1 status bonus to rolls to resolve the chosen continuous event. Failure Kalikke's advice isn't helpful, but neither does it hinder your ability to handle the event. Critical Failure You got too caught up in Kalikke's theoretical analysis and spent too much time preparing. When you roll to resolve the continuous event you tried to plan for, roll twice and take the worse result.","category":"action","rarity":"common","slug":"action-1504"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Kanerah is the Emissary and is at least friendly Kanerah's contacts with the criminal underworld and …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1505","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"False Victory","trait":["Downtime","Leadership"],"id":"action-1505","text":" False Victory Source Kingmaker Companion Guide pg. 101 --- Nethys note: this activity requires that Kanerah is the Emissary and is at least friendly Kanerah's contacts with the criminal underworld and her knack for dodging punishment and claiming responsibility for victories she had no direct role in can be harnessed to engineer false victories to trick the kingdom's citizens into thinking their leaders are doing more than they actually are to create a safe place to live. Such attempts are not without risks, though, for if things backfire, you can cause problems where none existed in the first place. When setting up a false victory, attempt a basic Intrigue check. Critical Success At the end of this Kingdom turn's Event Phase, roll again on the random kingdom events table. Rumors of this event being resolved spread throughout your kingdom. You don't gain any of the benefits of resolving this false victory, but instead reduce Unrest by 1d6 and one Ruin of your choice by 1. If you randomly roll that same random kingdom event at any time during the next four Kingdom turns, you can attempt an Intrigue check with a +1 circumstance bonus to resolve it rather than the normal check to resolve it. Success Vague rumors of the kingdom's leaders attaining victories over vague threats spread through the kingdom. Reduce Unrest by 1d3. Failure The false event fails to manifest, and rumors of the truth spread throughout the kingdom. Gain 1 Unrest. You cannot attempt False Victory on your next Kingdom turn. Critical Failure The truth comes out, and the citizens revolt against this attempt to manipulate them. A Public Scandal event takes place during this kingdom's event phase, in addition to any other events that would normally take place. Attempt a DC 11 flat check. On a success, the Public Scandal involves a randomly determined leader, but on a failure, the blame falls on Kanerah. Regardless of how the Public Scandal plays out, you cannot attempt False Victory again for 6 Kingdom turns.","category":"action","rarity":"common","slug":"action-1505"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Regongar is the General and is at least friendly Using Regongar's advice, a public show of force is …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1506","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Show of Force","trait":["Downtime","Leadership"],"id":"action-1506","text":" Show of Force Source Kingmaker Companion Guide pg. 105 --- Nethys note: this activity requires that Regongar is the General and is at least friendly Using Regongar's advice, a public show of force is performed in an attempt to curtail criminal activity or subversive activity in the kingdom. Attempt a basic Warfare check to determine how effective the Show of Force is. Critical Success The kingdom's criminals are cowed by the show of force. Reduce Crime by 2 and reduce one other Ruin of your choice by 1. Success The kingdom's criminals take note of the show of force. Reduce Crime by 1. Failure The show of force fails to impress criminals but unsettles the rest of the citizens. Increase Unrest by 1. Critical Failure The criminals are emboldened by the failed show of force. Increase Unrest by 1d4 and Crime by 1.","category":"action","rarity":"common","slug":"action-1506"},{"skill_mod":{},"summary":"You focus on a location in the Boneyard that you wish to travel to. You must have either seen or visited this location before or be able to describe …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1507","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"1 minute (envision, Interact; divination, divine, scrying)","id":"action-1507","text":" Activate 1 minute (envision, Interact; divination, divine, scrying) Requirements The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ; Effect You focus on a location in the Boneyard that you wish to travel to. You must have either seen or visited this location before or be able to describe the location in detail and its purpose or name, as appropriate. Attempt a DC 40 Religion check. On a success, the mirror locks onto your desired location, and you (and only you) see this location reflected in the mirror's pane.","category":"action","rarity":"common","slug":"action-1507"},{"skill_mod":{},"summary":"You urge the mirror to open a rift to the Boneyard. Creatures can travel through this rift in either direction. If you've successfully forced the …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1508","frequency":"once per week","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision, Interact (conjuration, divine, teleportation)","actions_number":6,"id":"action-1508","text":" Activate Three Actions envision, Interact (conjuration, divine, teleportation) Frequency once per week; Requirements The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ; Effect You urge the mirror to open a rift to the Boneyard. Creatures can travel through this rift in either direction. If you've successfully forced the mirror to lock onto a specific location, the mirror's pane becomes a rift to the Boneyard that opens onto that location. If you haven't forced the mirror to lock onto a specific location, the mirror's pane becomes a rift to a random location on the Dead Roads. This rift remains open until you close it, up to a maximum of 24 hours. As long as the rift is open, the mirror is immovable, no one can form a bond with the mirror, and no one but you can Activate the mirror.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1508"},{"skill_mod":{},"summary":"You close the rift.","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The passage pane is an active rift to the Boneyard, and you're bonded with the passage pane ","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1509","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"envision, Interact (conjuration, divine, teleportation)","id":"action-1509","text":" Activate envision, Interact (conjuration, divine, teleportation) Requirements The passage pane is an active rift to the Boneyard, and you're bonded with the passage pane ; Effect You close the rift.","category":"action","rarity":"common","slug":"action-1509"},{"skill_mod":{},"summary":"You flip the hourglass upside down then immediately right it again, rewinding time by a few moments. Reroll the saving throw with a +4 circumstance …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"trigger":"You fail a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1510","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (divine, fortune, transmutation)","actions_number":1,"id":"action-1510","text":" Activate Reaction Interact (divine, fortune, transmutation) Frequency once per day; Trigger You fail a saving throw; Effect You flip the hourglass upside down then immediately right it again, rewinding time by a few moments. Reroll the saving throw with a +4 circumstance bonus. You must use the results of this new saving throw.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1510"},{"skill_mod":{},"summary":"You flip the hourglass upside down, unhinging you from the flow of time. You become quickened for 1 minute. You can use this extra action only to …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1511","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (divine, transmutation)","actions_number":4,"id":"action-1511","text":" Activate Two Actions Interact (divine, transmutation) Frequency once per day; Effect You flip the hourglass upside down, unhinging you from the flow of time. You become quickened for 1 minute. You can use this extra action only to Step, Stride, or Sustain a Spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1511"},{"skill_mod":{},"summary":"You flip the hourglass sideways, pausing time for everyone but yourself. You cast time stop .","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1512","frequency":"once per week","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (divine, transmutation)","actions_number":6,"id":"action-1512","text":" Activate Three Actions Interact (divine, transmutation) Frequency once per week; Effect You flip the hourglass sideways, pausing time for everyone but yourself. You cast time stop .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1512"},{"skill_mod":{},"summary":"You light the candle.","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1513","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact","actions_number":2,"id":"action-1513","text":" Activate Single Action Interact; Effect You light the candle.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1513"},{"skill_mod":{},"summary":"You put out the candle with ritual prayers to Pharasma.","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The candle is lit","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1514","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command","actions_number":2,"id":"action-1514","text":" Activate Single Action command; Requirements The candle is lit; Effect You put out the candle with ritual prayers to Pharasma.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1514"},{"skill_mod":{},"summary":"You command the candle to illuminate the dead. All undead creatures in the area are limned in blue, heatless fire for as long as they remain in the …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The candle is lit, and an undead is within the light's area","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1515","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command (evocation, light)","actions_number":4,"id":"action-1515","text":" Activate Two Actions command (evocation, light) Requirements The candle is lit, and an undead is within the light's area; Effect You command the candle to illuminate the dead. All undead creatures in the area are limned in blue, heatless fire for as long as they remain in the area, plus 1 minute after they leave the area or the light goes out. Visible undead can't be concealed while limned in these flames. Invisible undead are concealed while limned in these flames, rather than being undetected. Haunts are unaffected by this light.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1515"},{"skill_mod":{},"summary":"You command the candle to destroy the undead. The candle's flame erupts into a mass of fire that burns away undead and haunts. Any undead within the …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The candle is lit, and an undead or haunt is within the light's area","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1516","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command (divine, evocation, fire)","actions_number":6,"id":"action-1516","text":" Activate Three Actions command (divine, evocation, fire) Requirements The candle is lit, and an undead or haunt is within the light's area; Effect You command the candle to destroy the undead. The candle's flame erupts into a mass of fire that burns away undead and haunts. Any undead within the candle's light takes 20d8 fire damage (DC 45 basic Fortitude save). Pharasma empowers these flames, allowing them to ignore fire resistance or immunity. Any haunts in the area are instead subject to Pharasma's banishing light. The candle attempts a check to disable each haunt with a +35 modifier. This check applies to any skills applicable to disable the haunt and always has legendary proficiency. Once the candle is Activated in this way, its light immediately goes out, and the candle can't be relit for 1 hour.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1516"},{"skill_mod":{},"summary":"You point the Spiral Athame at a corpse within 30 feet, shielding it from corruption. The Spiral Athame casts 5th-level gentle repose on the …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1517","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command, Interact (divine, necromancy)","actions_number":4,"id":"action-1517","text":" Activate Two Actions command, interact (divine, necromancy) Effect You point the Spiral Athame at a corpse within 30 feet, shielding it from corruption. The Spiral Athame casts 5th-level gentle repose on the corpse.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1517"},{"skill_mod":{},"summary":"You point the Spiral Athame to the sky and pray, warding creatures against undead. This has the effect of 3rd-level circle of protection , …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1518","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"command, Interact (divine, necromancy)","actions_number":4,"id":"action-1518","text":" Activate Two Actions command, interact (divine, necromancy) Effect You point the Spiral Athame to the sky and pray, warding creatures against undead. This has the effect of 3rd-level circle of protection , except it wards against undead creatures rather than creatures of a specified alignment, and the emanation is centered on the Spiral Athame .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1518"},{"skill_mod":{},"summary":"You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in …","primary_source":"Pathfinder #187: The Seventh Arch","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1519","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Interact","actions_number":4,"id":"action-1519","text":" Activate Two Actions Interact; Effect You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it's destroyed. As long as the double exists, you don't gain the Shadewither Key's item bonus to Stealth checks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1519"},{"skill_mod":{},"summary":"The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex …","primary_source":"Pathfinder #187: The Seventh Arch","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #187: The Seventh Arch"],"trigger":"You are damaged by a melee attack from an adjacent creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1520","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"envision","actions_number":1,"id":"action-1520","text":" Activate Reaction envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1520"},{"skill_mod":{},"summary":"By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked.","primary_source":"Pathfinder #187: The Seventh Arch","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1521","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"envision","actions_number":2,"id":"action-1521","text":" Activate Single Action envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1521"},{"skill_mod":{},"summary":"You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow , Climb , Fly , or Swim instead of Striding if you have the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action or activity reduced an enemy to 0 Hit Points","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1523","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1523","text":" Activate Free Action (concentrate) Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1523"},{"skill_mod":{},"summary":"You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You take acid, cold, electricity, or fire damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1524","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1524","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger You take acid, cold, electricity, or fire damage; Effect You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1524"},{"skill_mod":{},"summary":"You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1525","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1525","text":" Activate Single Action (concentrate) Effect You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1525"},{"skill_mod":{},"summary":"Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. while you're immobilized in this …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1526","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1526","text":" Activate Single Action (manipulate) Frequency once per day; Effect Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. while you're immobilized in this way, you can be moved only if a creature succeeds at a DC 40 Athletics check to Force Open your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1526"},{"skill_mod":{},"summary":"You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A creature adjacent to you is made of metal or wearing metal armor","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1527","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1527","text":" Activate Single Action (concentrate) Frequency once per hour; Requirements A creature adjacent to you is made of metal or wearing metal armor; Effect You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still Step if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action. This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1527"},{"skill_mod":{},"summary":"The armor casts mislead , affecting you. It lasts until the end of your next turn.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1528","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1528","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The armor casts mislead , affecting you. It lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1528"},{"skill_mod":{},"summary":"You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1529","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1529","text":" Activate Three Actions (concentrate, manipulate) Effect You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1529"},{"skill_mod":{},"summary":"Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You become grabbed , restrained , or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1530","weakness":{},"name":"(attack, concentrate)","actions_number":1,"id":"action-1530","text":" Activate Reaction (attack, concentrate) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1530"},{"skill_mod":{},"summary":"Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're being held immobilized as described in the rune's other activation","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1531","weakness":{},"name":"(attack, concentrate)","actions_number":2,"id":"action-1531","text":" Activate Single Action (attack, concentrate) Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1531"},{"skill_mod":{},"summary":"The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1532","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1532","text":" Activate Single Action (concentrate) Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1532"},{"skill_mod":{},"summary":"You call forth a storm of leaves from autumn's embrace . These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1533","frequency":"once per day","weakness":{},"name":"(aura, concentrate)","actions_number":4,"id":"action-1533","text":" Activate Two Actions (aura, concentrate) Frequency once per day; Effect You call forth a storm of leaves from autumn's embrace . These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are concealed, and creatures outside the area are concealed to creatures within the leaves. However, you can see through this concealment. You can Dismiss the activation.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1533"},{"skill_mod":{},"summary":"The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1534","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1534","text":" Activate Single Action (concentrate) Effect The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to spend an additional action to activate it during each turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1534"},{"skill_mod":{},"summary":"The triggering Strike targets you instead of its intended target.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1535","frequency":"once per minute","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1535","text":" Activate Reaction (manipulate) Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack; Effect The triggering Strike targets you instead of its intended target.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1535"},{"skill_mod":{},"summary":"All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The black hole armor has absorbed six or more projectiles","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1536","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1536","text":" Activate Single Action (manipulate) Requirements The black hole armor has absorbed six or more projectiles; Effect All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes 10d8 piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1536"},{"skill_mod":{},"summary":"You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1537","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1537","text":" Activate Single Action (manipulate) Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1537"},{"skill_mod":{},"summary":"You offer a prayer to Asmodeus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You critically fail an attack roll, check, or saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1538","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-1538","text":" Activate Reaction (concentrate, fortune) Frequency once per day; Trigger You critically fail an attack roll, check, or saving throw; Effect You offer a prayer to Asmodeus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. If this reroll improves your degree of success, the GM can later reroll one Strike against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a fortune effect if used on a Strike or save against you, or a misfortune effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1538"},{"skill_mod":{},"summary":"You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature adjacent to you targets you with a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1539","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1539","text":" Activate Reaction (manipulate) Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1539"},{"skill_mod":{},"summary":"You release the lattice's energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn't …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The energizing lattice is glowing because it negated an enemy's critical hit","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1540","weakness":{},"name":"(concentrate, force)","actions_number":4,"id":"action-1540","text":" Activate Two Actions (concentrate, force) Requirements The energizing lattice is glowing because it negated an enemy's critical hit; Effect You release the lattice's energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn't critically fail, the target still takes half the force damage. The latticework ceases glowing after the Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1540"},{"skill_mod":{},"summary":"You drop to 1 Hit Point instead of being reduced to 0 HP or dying, and you gain 100 temporary Hit Points that last until the start of your next turn.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You are reduced to 0 Hit Points or would die from a death effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1541","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1541","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You are reduced to 0 Hit Points or would die from a death effect; Effect You drop to 1 Hit Point instead of being reduced to 0 HP or dying, and you gain 100 temporary Hit Points that last until the start of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1541"},{"skill_mod":{},"summary":"You avoid gaining or increasing the condition. If the triggering effect imposes both doomed and wounded, choose only one to prevent. This doesn't …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You would gain or increase the doomed or wounded condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1542","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1542","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You would gain or increase the doomed or wounded condition; Effect You avoid gaining or increasing the condition. If the triggering effect imposes both doomed and wounded, choose only one to prevent. This doesn't remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1542"},{"skill_mod":{},"summary":"You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1543","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1543","text":" Activate Two Actions (manipulate) Frequency once per hour; Effect You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing 5d6 electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1543"},{"skill_mod":{},"summary":"The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature adjacent to you targets you with a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1544","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1544","text":" Activate Reaction (manipulate) Trigger A creature adjacent to you targets you with a melee attack; Effect The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1544"},{"skill_mod":{},"summary":"You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 for 1 minute; fire damage …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1545","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1545","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a large swarm of Tiny snakes. This is a polymorph effect that changes you into a battle form. When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals 4d4 piercing damage plus 2d6 poison damage to creatures in your space with a DC 41 basic Reflex save. If you're in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1545"},{"skill_mod":{},"summary":"Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A foe within 15 feet hits you with a Strike that deals slashing or piercing damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1546","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1546","text":" Activate Reaction (concentrate) Frequency once per minute; Trigger A foe within 15 feet hits you with a Strike that deals slashing or piercing damage; Effect Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1546"},{"skill_mod":{},"summary":"You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1547","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1547","text":" Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1547"},{"skill_mod":{},"summary":"The armor casts fire shield on you.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1548","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1548","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The armor casts fire shield on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1548"},{"skill_mod":{},"summary":"The fire shield activation recharges.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You've used the fire shield activation already today","source":["Treasure Vault (Remastered)"],"trigger":"You're dealt 30 or more fire damage, before any reduction from your fire resistance","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1549","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1549","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You're dealt 30 or more fire damage, before any reduction from your fire resistance; Requirements You've used the fire shield activation already today; Effect The fire shield activation recharges.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1549"},{"skill_mod":{},"summary":"Oxidizing liquid seeps from between the segments of the rusting hide onto a nearby metal creature, non-magical metal hazard, or non-magical metal …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1550","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1550","text":" Activate Two Actions (manipulate) Frequency once per day; Effect Oxidizing liquid seeps from between the segments of the rusting hide onto a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk. A targeted creature or hazard gets a DC 24 basic Fortitude save; a targeted item automatically gets a critical failure if unattended, but a creature holding or wearing it can attempt a DC 24 basic Reflex save. The rust deals 8d6 damage to a creature or hazard, plus 2d6 persistent damage on a failed save; it deals 2d6 damage to an item, plus 1d6 persistent damage on a failed save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1550"},{"skill_mod":{},"summary":"Your body knits itself back together, healing you for 3d8 Hit Points.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1551","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1551","text":" Activate Reaction (manipulate) Trigger You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points; Effect Your body knits itself back together, healing you for 3d8 Hit Points.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1551"},{"skill_mod":{},"summary":"You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"An enemy within 30 feet Strikes you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1552","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1552","text":" Activate Reaction (concentrate) Frequency once per day; Trigger An enemy within 30 feet Strikes you with an attack; Effect You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing 1d8 persistent poison damage. If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the manipulate trait, to shoo the swarm away. This ends the persistent damage on that enemy automatically, but the swarm instead moves to affect the enemy's ally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1552"},{"skill_mod":{},"summary":"You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1553","frequency":"once per day","weakness":{},"name":"(cold, manipulate)","actions_number":4,"id":"action-1553","text":" Activate Two Actions (cold, manipulate) Frequency once per day; Effect You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1553"},{"skill_mod":{},"summary":"You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1554","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1554","text":" Activate Single Action (manipulate) Frequency once per hour; Effect You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, and has the trip and unarmed traits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1554"},{"skill_mod":{},"summary":"The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1555","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1555","text":" Activate Single Action (manipulate) Frequency once per day; Effect The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1555"},{"skill_mod":{},"summary":"For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in a body of water","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1556","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1556","text":" Activate Two Actions (concentrate) Frequency once per hour; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1556"},{"skill_mod":{},"summary":"The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You or a creature within 5 feet of you suffers bleed damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1557","frequency":"once per round","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1557","text":" Activate Free Action (concentrate) Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1557"},{"skill_mod":{},"summary":"The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield , gaining the corresponding AC bonus, …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1558","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1558","text":" Activate Single Action (concentrate) Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1558"},{"skill_mod":{},"summary":"You Stride up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal 6d10 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1559","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-1559","text":" Activate Three Actions (manipulate) Frequency once per day; Effect You Stride up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal 6d10 bludgeoning damage in a 10-foot emanation and 14d6 fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1559"},{"skill_mod":{},"summary":"The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the turnabout shield raised ","source":["Treasure Vault (Remastered)"],"trigger":"A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1560","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1560","text":" Activate Reaction (concentrate) Frequency once per 10 minutes; Trigger A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you; Requirements You have the turnabout shield raised; Effect The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition with an attack modifier of +19, targeting a creature within 60 feet.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1560"},{"skill_mod":{},"summary":"The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1561","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1561","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it's opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1561"},{"skill_mod":{},"summary":"The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1562","frequency":"once per day","weakness":{},"name":"1 minute (concentrate)","id":"action-1562","text":" Activate 1 minute (concentrate) Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door.","category":"action","rarity":"common","slug":"action-1562"},{"skill_mod":{},"summary":"For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"At least one magic oil or poison is stored inside the rune's extradimensional space","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1563","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1563","text":" Activate Single Action (concentrate) Requirements At least one magic oil or poison is stored inside the rune's extradimensional space; Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1563"},{"skill_mod":{},"summary":"The rune casts a DC 20 earthbind spell on the flying creature.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You critically hit a flying creature with the etched weapon","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1564","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1564","text":" Activate Reaction (concentrate) Frequency once per hour; Requirements You critically hit a flying creature with the etched weapon; Effect The rune casts a DC 20 earthbind spell on the flying creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1564"},{"skill_mod":{},"summary":"The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1565","frequency":"once per day","weakness":{},"name":"(concentrate, force)","actions_number":4,"id":"action-1565","text":" Activate Two Actions (concentrate, force) Frequency once per day; Effect The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a Flurry of Blows instead of a Strike when the spiritual weapon attacks; this still counts as your flourish for the turn. You can Sustain this activation in the same manner as the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1565"},{"skill_mod":{},"summary":"You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one creature …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1566","frequency":"once per hour","weakness":{},"name":"(concentrate, teleportation)","actions_number":4,"id":"action-1566","text":" Activate Two Actions (concentrate, teleportation) Frequency once per hour; Effect You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this Strike, ignore any circumstance penalty, status penalty, and range increment penalty.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1566"},{"skill_mod":{},"summary":"The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You damage a creature with the etched weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1567","weakness":{},"name":"(concentrate, mental)","actions_number":1,"id":"action-1567","text":" Activate Reaction (concentrate, mental) Trigger You damage a creature with the etched weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1567"},{"skill_mod":{},"summary":"You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1568","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1568","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1568"},{"skill_mod":{},"summary":"You supercharge the gauntlet's attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1569","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1569","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You supercharge the gauntlet's attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra two dice of weapon damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1569"},{"skill_mod":{},"summary":"The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1570","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1570","text":" Activate Single Action (manipulate) Frequency once per day; Effect The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate Athletics check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1570"},{"skill_mod":{},"summary":"A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The wielder of a grounding spike is within 30 feet","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1571","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1571","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Requirements The wielder of a grounding spike is within 30 feet; Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity damage (DC 24 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1571"},{"skill_mod":{},"summary":"You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You hit a creature using the rime foil as your last action","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1572","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1572","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Requirements You hit a creature using the rime foil as your last action; Effect You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1572"},{"skill_mod":{},"summary":"You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection targeting yourself.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1573","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1573","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection targeting yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1573"},{"skill_mod":{},"summary":"You cast calm at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You hit a creature using the blessed reformer as your last action","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1574","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-1574","text":" Activate Single Action (concentrate, manipulate) Frequency once per day; Requirements You hit a creature using the blessed reformer as your last action; Effect You cast calm at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer's number of weapon damage dice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1574"},{"skill_mod":{},"summary":"Patterns on the skin of the whip strobe in a rapid pulse. The creature your attack succeeded against must attempt a DC 23 Will save.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike , Grapple , or Trip with the alghollthu whip ","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1575","frequency":"once per day","weakness":{},"name":"(concentrate, occult, visual)","actions_number":2,"id":"action-1575","text":" Activate Single Action (concentrate, occult, visual) Frequency once per day; Requirements Your last action was a successful Strike, Grapple, or Trip with the alghollthu whip ; Effect Patterns on the skin of the whip strobe in a rapid pulse. The creature your attack succeeded against must attempt a DC 23 Will save. Critical Success The target is unaffected. Success The target is dazzled until the end of your next turn. Failure The target is dazzled until the end of your next turn and stunned 1. Critical Failure The target is dazzled until the end of your next turn and stunned 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1575"},{"skill_mod":{},"summary":"You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. Move up to twice your Speed and make …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1576","frequency":"once per hour","weakness":{},"name":"(magical, manipulate)","actions_number":4,"id":"action-1576","text":" Activate Two Actions (magical, manipulate) Frequency once per hour; Effect You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. Move up to twice your Speed and make a Strike with the alicorn lance ; you gain the effects of the lance's jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1576"},{"skill_mod":{},"summary":"The next creature you successfully Strike with this weapon is exposed to amnesia venom. Amnesia Venom ( mental , poison ) Saving Throw DC 29 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1577","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1577","text":" Activate Single Action (concentrate) Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom. Amnesia Venom (mental, poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 off-guard (1 round); Stage 2 off-guard and clumsy 1 (1 round); Stage 3 confused, off-guard, and clumsy 2 (1 round)","category":"action","actions":"Single Action","rarity":"common","slug":"action-1577"},{"skill_mod":{},"summary":"You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1578","frequency":"once per minute","weakness":{},"name":"(magical, manipulate)","actions_number":4,"id":"action-1578","text":" Activate Two Actions (magical, manipulate) Frequency once per minute; Effect You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and 3d6 damage of the damage type corresponding to the dragon’s tradition in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1578"},{"skill_mod":{},"summary":"The ghoul stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. The creature …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1579","frequency":"once per hour","weakness":{},"name":"(concentrate, divine, manipulate, olfactory)","actions_number":2,"id":"action-1579","text":" Activate Single Action (concentrate, divine, manipulate, olfactory) Frequency once per hour; Effect The ghoul stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. The creature emits a stench aura in a 10-foot emanation for 1 minute. During that time, the affected creature, as well as any creature that starts or ends its turn in the aura, must succeed at a DC 17 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). A creature that succeeds at its save is temporarily immune to all stench auras for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1579"},{"skill_mod":{},"summary":"The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1580","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1580","text":" Activate Single Action (manipulate) Requirements Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon; Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1580"},{"skill_mod":{},"summary":"The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a creature grabbed with this weapon","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1581","frequency":"once per round","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1581","text":" Activate Single Action (manipulate) Frequency once per round; Requirements You have a creature grabbed with this weapon; Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1581"},{"skill_mod":{},"summary":"The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with this weapon and you're not in direct sunlight","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1582","frequency":"once per minute","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1582","text":" Activate Single Action (manipulate) Frequency once per minute; Requirements Your last action was a successful Strike with this weapon and you're not in direct sunlight; Effect The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1582"},{"skill_mod":{},"summary":"You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have soil or sand within your reach","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1583","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1583","text":" Activate Three Actions (concentrate, manipulate) Requirements You have soil or sand within your reach; Effect You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated. The weapon has a space of 5 feet, acts on your initiative, and gains two actions. It doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't use reactions, and it acts on your turn. While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon's normal damage but has a +0 Strength modifier. The whip's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be Activated or benefit from any of your abilities while rooted. Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the Activation ends and the vine whip becomes inanimate. You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an Interact action. While rooted, the vine whip gains fast healing 1.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1583"},{"skill_mod":{},"summary":"You adjust the damage that Kaldemash's Lament deals before firing. Kaldemash's Lament's damage type changes to either electricity, fire, or force …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You target a creature with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1584","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1584","text":" Activate Free Action (concentrate) Trigger You target a creature with an attack; Effect You adjust the damage that Kaldemash's Lament deals before firing. Kaldemash's Lament's damage type changes to either electricity, fire, or force until you change the type again.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1584"},{"skill_mod":{},"summary":"You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1585","frequency":"once per minute","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1585","text":" Activate Two Actions (concentrate, manipulate) Frequency once per minute; Effect You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person. While Kaldemash's Lament is moving independently, you can command it to make a Strike against a creature as an action, which has the concentrate trait. It makes a ranged Strike using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are flat-footed to the gun's attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1585"},{"skill_mod":{},"summary":"You unleash a barrage of attacks in an instant. You deal Strike damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1586","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1586","text":" Activate Three Actions (concentrate, manipulate) Effect You unleash a barrage of attacks in an instant. You deal Strike damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1586"},{"skill_mod":{},"summary":"One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1587","frequency":"once per day (but see below)","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1587","text":" Activate Single Action (manipulate) Frequency once per day (but see below); Effect One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you Strike an enemy with the solar shellflower , the construct fires a smaller jet of fire that automatically hits the target, dealing 3d4 additional persistent fire damage or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1587"},{"skill_mod":{},"summary":"The spark dancer casts either fireball or lightning bolt , depending on whether the current core would deal fire or electricity damage, as a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1588","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1588","text":" Activate Two Actions (manipulate) Frequency once per day; Effect The spark dancer casts either fireball or lightning bolt , depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1588"},{"skill_mod":{},"summary":"You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1589","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1589","text":" Activate Single Action (manipulate) Frequency once per hour; Effect You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its scatter trait, making the area difficult terrain.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1589"},{"skill_mod":{},"summary":"You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The flamethrower is loaded","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1590","weakness":{},"name":"(fire, manipulate)","actions_number":4,"id":"action-1590","text":" Activate Two Actions (fire, manipulate) Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage. Lesser Alchemist's Fire : The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage. Moderate Alchemist's Fire : The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage. Greater Alchemist's Fire : The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage. Major Alchemist's Fire : The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1590"},{"skill_mod":{},"summary":"You spend 10 minutes drawing, writing, or inscribing, covering the missive's surface with text, images, or embossing.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1591","weakness":{},"name":"Compose Missive","legacy_id":["action-3754"],"trait":["Exploration","Manipulate"],"id":"action-1591","text":" Compose Missive Source Treasure Vault (Remastered) pg. 84 --- You spend 10 minutes drawing, writing, or inscribing, covering the missive's surface with text, images, or embossing.","category":"action","rarity":"common","slug":"action-1591"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You take the Leap action.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1592","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1592","text":" Activate Free Action (concentrate) Trigger You take the Leap action.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1592"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt to Escape .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1593","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1593","text":" Activate Free Action (concentrate) Trigger You attempt to Escape.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1593"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You take damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1594","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1594","text":" Activate Free Action (concentrate) Trigger You take damage.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1594"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You critically fail an action with the unstable trait. ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1595","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1595","text":" Activate Free Action (concentrate) Trigger You critically fail an action with the unstable trait. ; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1595"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail to save against a death or void effect.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1596","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1596","text":" Activate Reaction (concentrate) Trigger You fail to save against a death or void effect.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1596"},{"skill_mod":{},"summary":"For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1597","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1597","text":" Activate Single Action (concentrate) Effect For the Strike with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1597"},{"skill_mod":{},"summary":"A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1598","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1598","text":" Activate Two Actions (concentrate, manipulate) Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1598"},{"skill_mod":{},"summary":"You gain the effects of a bullhorn spell. You can Dismiss the activation.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1599","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1599","text":" Activate Single Action (concentrate) Effect You gain the effects of a bullhorn spell. You can Dismiss the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1599"},{"skill_mod":{},"summary":"You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1600","frequency":"once every 1d4 rounds","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1600","text":" Activate Single Action (concentrate) Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1600"},{"skill_mod":{},"summary":"Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1601","frequency":"once per round","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1601","text":" Activate Single Action (concentrate) Frequency once per round; Effect Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the higher result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1601"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master in the skill you failed with.","source":["Treasure Vault (Remastered)"],"trigger":"You fail or critically fail a Deception , Diplomacy , or Intimidation check to Coerce , Lie , Make an Impression , or Request ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1602","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1602","text":" Activate Free Action (concentrate) Trigger You fail or critically fail a Deception, Diplomacy, or Intimidation check to Coerce, Lie, Make an Impression, or Request; Requirements You're a master in the skill you failed with.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1602"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Stealth.","source":["Treasure Vault (Remastered)"],"trigger":"You roll initiative using Stealth and can see a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1603","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1603","text":" Activate Free Action (concentrate) Trigger You roll initiative using Stealth and can see a creature; Requirements You are a master in Stealth.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1603"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Deception or Diplomacy .","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1604","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1604","text":" Activate Three Actions (concentrate, manipulate) Requirements You are a master in Deception or Diplomacy.; ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1604"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You hit a creature with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1605","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1605","text":" Activate Free Action (concentrate) Trigger You hit a creature with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1605"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're an expert in Acrobatics , and you are unarmored.","source":["Treasure Vault (Remastered)"],"trigger":"You are knocked prone ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1606","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1606","text":" Activate Free Action (concentrate) Trigger You are knocked prone; Requirements You're an expert in Acrobatics, and you are unarmored.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1606"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the affixed shield raised .","source":["Treasure Vault (Remastered)"],"trigger":"You would take damage of a type depending on the talisman’s dragon type.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1607","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1607","text":" Activate Free Action (concentrate) Trigger You would take damage of a type depending on the talisman’s dragon type.; Requirements You have the affixed shield raised.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1607"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You succeed at a Strike with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1608","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1608","text":" Activate Free Action (concentrate) Trigger You succeed at a Strike with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1608"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Perception.","source":["Treasure Vault (Remastered)"],"trigger":"You become blinded , or an effect otherwise impedes your vision","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1609","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1609","text":" Activate Free Action (concentrate) Trigger You become blinded, or an effect otherwise impedes your vision; Requirements You are an expert in Perception.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1609"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Athletics .","source":["Treasure Vault (Remastered)"],"trigger":"You use the affixed shield to Shield Block a melee weapon attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1610","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1610","text":" Activate Free Action (concentrate) Trigger You use the affixed shield to Shield Block a melee weapon attack; Requirements You are an expert in Athletics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1610"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are unarmored.","source":["Treasure Vault (Remastered)"],"trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1611","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1611","text":" Activate Free Action (concentrate) Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1611"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You damage a off-guard creature with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1612","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1612","text":" Activate Free Action (concentrate) Trigger You damage a off-guard creature with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1612"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature critically hits you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1613","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1613","text":" Activate Free Action (concentrate) Trigger A creature critically hits you.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1613"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Will saves.","source":["Treasure Vault (Remastered)"],"trigger":"You attempt a saving throw against a possession effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1614","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1614","text":" Activate Free Action (concentrate) Trigger You attempt a saving throw against a possession effect; Requirements You are a master in Will saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1614"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Fortitude saves.","source":["Treasure Vault (Remastered)"],"trigger":"You are reduced to 0 Hit Points by damage but not immediately killed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1615","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1615","text":" Activate Free Action (concentrate) Trigger You are reduced to 0 Hit Points by damage but not immediately killed; Requirements You are an expert in Fortitude saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1615"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master in Athletics , and you have the affixed shield raised .","source":["Treasure Vault (Remastered)"],"trigger":"You are targeted by a spell of 5th rank or lower","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1616","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1616","text":" Activate Reaction (concentrate) Trigger You are targeted by a spell of 5th rank or lower; Requirements You're a master in Athletics, and you have the affixed shield raised.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-1616"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're a master in Athletics , and you have the affixed shield raised .","source":["Treasure Vault (Remastered)"],"trigger":"You use the affixed shield to Shield Block a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1617","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1617","text":" Activate Free Action (concentrate) Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1617"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You prepared the staff.","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1618","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-1618","text":" Activate Free Action (manipulate) Requirements You prepared the staff.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1618"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a wounded value of 1 or more.","source":["Treasure Vault (Remastered)"],"trigger":"You lose the dying condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1619","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1619","text":" Activate Free Action (concentrate) Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-1619"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Deception .","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1620","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-1620","text":" Activate Three Actions (concentrate) Requirements You are a master in Deception.; ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1620"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are untrained in Performance .","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1621","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1621","text":" Activate Single Action (concentrate) Requirements You are untrained in Performance.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1621"},{"skill_mod":{},"primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must have the potion patch affixed to your skin.","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1622","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1622","text":" Activate Single Action (concentrate) Requirements You must have the potion patch affixed to your skin.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1622"},{"skill_mod":{},"summary":"You cast truesight .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1623","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1623","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You cast truesight .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1623"},{"skill_mod":{},"summary":"You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1624","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1624","text":" Activate Single Action (manipulate) Frequency once per day; Effect You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1624"},{"skill_mod":{},"summary":"You cast a 3rd-rank mending spell on an item you touch.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1625","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1625","text":" Activate Two Actions (manipulate) Frequency once per hour; Effect You cast a 3rd-rank mending spell on an item you touch.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1625"},{"skill_mod":{},"summary":"If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You succeed or critically succeed with a Shove","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1626","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1626","text":" Activate Free Action (concentrate) Frequency once per hour; Trigger You succeed or critically succeed with a Shove; Effect If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them prone.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1626"},{"skill_mod":{},"summary":"You're the subject of the sanctuary spell until the end of your next turn.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1627","frequency":"once per round","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1627","text":" Activate Single Action (concentrate) Frequency once per round; Effect You're the subject of the sanctuary spell until the end of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1627"},{"skill_mod":{},"summary":"The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature succeeds at an attack roll against you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1628","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1628","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger A creature succeeds at an attack roll against you; Effect The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On a critical failure, the target becomes friendly to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a hostile action against them.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1628"},{"skill_mod":{},"summary":"Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1629","frequency":"once per day","weakness":{},"name":"(concentrate, fortune, mental)","actions_number":4,"id":"action-1629","text":" Activate Two Actions (concentrate, fortune, mental) Frequency once per day; Effect Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 hours. If they succeed, they become friendly to you for 1 hour. If they critically succeed they're immune to this effect for 1 year.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1629"},{"skill_mod":{},"summary":"You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1630","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1630","text":" Activate Two Actions (manipulate) Frequency once per day; Effect You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1630"},{"skill_mod":{},"summary":"With a single tap, you gain immunity to poison for 1 minute.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1631","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1631","text":" Activate Single Action (manipulate) Frequency once per day; Effect With a single tap, you gain immunity to poison for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1631"},{"skill_mod":{},"summary":"If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail or critically fail a Fortitude saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1632","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1632","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You fail or critically fail a Fortitude saving throw; Effect If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1632"},{"skill_mod":{},"summary":"You slap the bottom of your palms with hands splayed outward, casting a 7th-rank breathe fire spell (DC 41).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1633","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1633","text":" Activate Two Actions (manipulate) Frequency once per day; Effect You slap the bottom of your palms with hands splayed outward, casting a 7th-rank breathe fire spell (DC 41).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1633"},{"skill_mod":{},"summary":"You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You succeed or critically succeed with a Grapple","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1634","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1634","text":" Activate Free Action (concentrate) Frequency once per hour; Trigger You succeed or critically succeed with a Grapple; Effect You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1634"},{"skill_mod":{},"summary":"You take half damage from the triggering attack.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You're hit by an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1635","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1635","text":" Activate Reaction (concentrate) Frequency once per minute; Trigger You're hit by an attack; Effect You take half damage from the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1635"},{"skill_mod":{},"summary":"You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail, but don't critically fail, a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1636","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1636","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger You fail, but don't critically fail, a saving throw; Effect You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1636"},{"skill_mod":{},"summary":"You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1637","frequency":"once per day","weakness":{},"name":"10 minutes (concentrate, fortune, mental)","id":"action-1637","text":" Activate 10 minutes (concentrate, fortune, mental) Frequency once per day; Effect You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all Perception checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours.","category":"action","rarity":"common","slug":"action-1637"},{"skill_mod":{},"summary":"Drawing the cloak around you, you reduce the damage taken by 10.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1638","frequency":"once per round","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1638","text":" Activate Reaction (manipulate) Frequency once per round; Trigger You take damage; Effect Drawing the cloak around you, you reduce the damage taken by 10.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1638"},{"skill_mod":{},"summary":"If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1639","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1639","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1639"},{"skill_mod":{},"summary":"If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail or critically fail a Thievery skill check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1640","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1640","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You fail or critically fail a Thievery skill check; Effect If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1640"},{"skill_mod":{},"summary":"You can attempt the jump normally. It doesn't automatically fail.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt a High Jump or Long Jump but you didn't Stride at least 10 feet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1641","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1641","text":" Activate Reaction (concentrate) Frequency once per minute; Trigger You attempt a High Jump or Long Jump but you didn't Stride at least 10 feet; Effect You can attempt the jump normally. It doesn't automatically fail.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1641"},{"skill_mod":{},"summary":"Attempt a Stealth check against the triggering creature's Perception DC. If you roll a success, you're hidden from that creature until the end of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature misses you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1642","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1642","text":" Activate Reaction (manipulate) Frequency once per hour; Trigger A creature misses you with an attack; Effect Attempt a Stealth check against the triggering creature's Perception DC. If you roll a success, you're hidden from that creature until the end of your next turn or until right after you use a hostile action against that creature. If you roll a critical success, you're hidden from that creature until the end of your next turn, even if you use hostile actions against that creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1642"},{"skill_mod":{},"summary":"With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast vapor form on yourself.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1643","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1643","text":" Activate Two Actions (manipulate) Frequency once per day; Effect With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast vapor form on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1643"},{"skill_mod":{},"summary":"You cast hypnotize (DC 37).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1644","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1644","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect You cast hypnotize (DC 37).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1644"},{"skill_mod":{},"summary":"Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1645","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1645","text":" Activate Two Actions (manipulate) Frequency once per day; Effect Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1645"},{"skill_mod":{},"summary":"The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail, but don't critically fail, an attack using the viper rapier ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1646","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1646","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You fail, but don't critically fail, an attack using the viper rapier ; Effect The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with cave worm venom (DC 43).","category":"action","actions":"Reaction","rarity":"common","slug":"action-1646"},{"skill_mod":{},"summary":"With a slight, obviously mocking bow or curtsy, you Step.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature misses or critically misses you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1647","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1647","text":" Activate Reaction (concentrate) Trigger A creature misses or critically misses you with an attack; Effect With a slight, obviously mocking bow or curtsy, you Step.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1647"},{"skill_mod":{},"summary":"You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're concealed for 1 minute or until you take a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1648","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1648","text":" Activate Two Actions (manipulate) Frequency once per hour; Effect You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're concealed for 1 minute or until you take a hostile action. While you're concealed, you also gain a +2 circumstance bonus to Reflex saving throws.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1648"},{"skill_mod":{},"summary":"Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1649","frequency":"once per round","weakness":{},"name":"(concentrate, mental)","actions_number":2,"id":"action-1649","text":" Activate Single Action (concentrate, mental) Frequency once per round; Effect Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is flat-footed to you and takes a –2 circumstance penalty to saving throws against your spells.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1649"},{"skill_mod":{},"summary":"You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1650","frequency":"once per hour","weakness":{},"name":"(manipulate, mental, misfortune)","actions_number":4,"id":"action-1650","text":" Activate Two Actions (manipulate, mental, misfortune) Frequency once per hour; Effect You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1650"},{"skill_mod":{},"summary":"You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1651","frequency":"once per day","weakness":{},"name":"(concentrate, fortune, mental)","actions_number":4,"id":"action-1651","text":" Activate Two Actions (concentrate, fortune, mental) Frequency once per day; Effect You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. Whenever you and your affected allies attempt to Recall Knowledge or attempt a saving throw against a mental effect, you roll twice and take the better result. This is a fortune effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1651"},{"skill_mod":{},"summary":"Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1652","weakness":{},"name":"Extend Pseudopod","actions_number":2,"id":"action-1652","text":" Extend Pseudopod Single Action Source Treasure Vault (Remastered) pg. 107 --- Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1652"},{"skill_mod":{},"summary":"A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1653","weakness":{},"name":"Seedpod Spring","actions_number":4,"id":"action-1653","text":" Seedpod Spring Two Actions Source Treasure Vault (Remastered) pg. 107 --- A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or horizontally and drifts down, sinking 5 feet for every 5 feet traveled horizontally and causing you to take no falling damage. The cottony material disperses when you land.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1653"},{"skill_mod":{},"summary":"Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1654","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1654","text":" Activate Free Action (concentrate) Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1654"},{"skill_mod":{},"summary":"Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your animal companion wearing the empathy charm is within 10 feet","source":["Treasure Vault (Remastered)"],"trigger":"You attempt a saving throw against an emotion effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1655","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1655","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You attempt a saving throw against an emotion effect; Requirements Your animal companion wearing the empathy charm is within 10 feet; Effect Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1655"},{"skill_mod":{},"summary":"You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1656","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1656","text":" Activate Single Action (manipulate) Frequency once per hour; Effect You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1656"},{"skill_mod":{},"summary":"You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1657","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1657","text":" Activate Single Action (concentrate) Frequency once per hour; Effect You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the blinded condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1657"},{"skill_mod":{},"summary":"You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1658","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1658","text":" Activate Single Action (concentrate) Frequency once per day; Effect You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your Stealth DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1658"},{"skill_mod":{},"summary":"A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1659","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1659","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1659"},{"skill_mod":{},"summary":"The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding a non-magical item of light or negligible Bulk","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1660","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-1660","text":" Activate Single Action (concentrate, manipulate) Frequency once per day; Requirements You're holding a non-magical item of light or negligible Bulk; Effect The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1660"},{"skill_mod":{},"summary":"You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1661","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-1661","text":" Activate Single Action (concentrate, manipulate) Frequency once per hour; Effect You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1661"},{"skill_mod":{},"summary":"A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1662","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1662","text":" Activate Single Action (concentrate) Frequency once per day; Effect A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an Interact action to regain 2d6+5 Hit Points. The fruits wither away after 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1662"},{"skill_mod":{},"summary":"Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You're grabbed ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1663","weakness":{},"name":"","actions_number":1,"id":"action-1663","text":" Activate Reaction ; Trigger You're grabbed; Effect Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals 8d6 slashing damage to the opponent who has you grabbed with a DC 25 basic Reflex save. Regardless of the result of their save, you're no longer grabbed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1663"},{"skill_mod":{},"summary":"The chair deploys a complete expanded alchemist's lab . The chair is immobile while this lab is deployed, but levers and gears in the chair allow …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1664","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-1664","text":" Activate Single Action (concentrate, manipulate) Frequency once per hour; Effect The chair deploys a complete expanded alchemist's lab. The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to Craft. This setup is highly efficient and gives you a +2 circumstance bonus to Earn Income using Crafting.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1664"},{"skill_mod":{},"summary":"You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1665","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-1665","text":" Activate Free Action (manipulate) Frequency once per day; Effect You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1665"},{"skill_mod":{},"summary":"If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as mirage , you …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1666","frequency":"once per day","weakness":{},"name":"(concentrate, spellshape)","actions_number":0,"id":"action-1666","text":" Activate Free Action (concentrate, spellshape) Frequency once per day; Effect If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as mirage , you draw forth the pop-up scene. If a creature succeeds, but doesn’t critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell’s rank.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1666"},{"skill_mod":{},"summary":"If your next action is to cast a cozy cabin , planar palace , or resplendent mansion spell, you add a room to the structure that is up to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1667","frequency":"once per week","weakness":{},"name":"(concentrate, spellshape)","actions_number":0,"id":"action-1667","text":" Activate Free Action (concentrate, spellshape) Frequency once per week; Effect If your next action is to cast a cozy cabin , planar palace , or resplendent mansion spell, you add a room to the structure that is up to 10 feet per side per rank of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day’s preparations, they gain a +1 circumstance bonus to Athletics checks and Will saves for the next 12 hours.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1667"},{"skill_mod":{},"summary":"You and all your allies in a 30-foot emanation gain resistance 10 to spirit damage for 1 minute. You can instead choose to grant resistance to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"Your last action was to cast a prepared divine spell granted by your deity","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1668","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1668","text":" Activate Free Action (concentrate) Frequency once per day; Trigger Your last action was to cast a prepared divine spell granted by your deity; Effect You and all your allies in a 30-foot emanation gain resistance 10 to spirit damage for 1 minute. You can instead choose to grant resistance to holy effects instead of spirit damage if the spell you cast had the holy trait, or resistance to unholy effects instead of spirit if your spell had the unholy trait.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1668"},{"skill_mod":{},"summary":"If your next action is to cast a damage-dealing spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1669","frequency":"once per day","weakness":{},"name":"(concentrate, spellshape)","actions_number":2,"id":"action-1669","text":" Activate Single Action (concentrate, spellshape) Frequency once per day; Effect If your next action is to cast a damage-dealing spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they’re torn apart at an infinitesimal level, not even leaving a fine ash; this is a death effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1669"},{"skill_mod":{},"summary":"If your next action is to cast a healing spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1670","frequency":"once per day","weakness":{},"name":"(concentrate, spellshape)","actions_number":2,"id":"action-1670","text":" Activate Single Action (concentrate, spellshape) Frequency once per day; Effect If your next action is to cast a healing spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from dying due to damage and from its dying condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. The effect lasts for 4 rounds.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1670"},{"skill_mod":{},"summary":"If your next action is to cast a spell your familiar learned from a lesson (whether a cantrip or from a spell slot), your patron notices that you’re …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1671","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate, spellshape)","actions_number":0,"id":"action-1671","text":" Activate Free Action (concentrate, spellshape) Frequency once per 10 minutes; Effect If your next action is to cast a spell your familiar learned from a lesson (whether a cantrip or from a spell slot), your patron notices that you’re putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your spells.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1671"},{"skill_mod":{},"summary":"If your next action is to cast an acid or poison spell that deals persistent damage , any creature who takes persistent damage from the spell is …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1672","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1672","text":" Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast an acid or poison spell that deals persistent damage, any creature who takes persistent damage from the spell is also sickened 2 until the persistent damage ends. Using an action to retch can reduce the sickened value as normal, but it can't reduce the sickened value below 1 until the persistent damage ends.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1672"},{"skill_mod":{},"summary":"If your next action is to cast a mental spell on a target about whom you’ve written an entry in the book, you can state that secret or foible …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1673","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1673","text":" Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a mental spell on a target about whom you’ve written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. The inscription then disappears from the grimoire.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1673"},{"skill_mod":{},"summary":"If your next action is to cast a revealing light spell, all creatures within the spell’s area who don’t critically succeed at their save are …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1674","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1674","text":" Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a revealing light spell, all creatures within the spell’s area who don’t critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target’s extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. This ability can also be used to properly season up to 100 pounds of prepared food within the area of the revealing light spell instantaneously.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1674"},{"skill_mod":{},"summary":"You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers ( Athletics ), 2 = …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"Your last action was to cast a spell prepared from this grimoire that has the detection , prediction , revelation , or scrying trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1675","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":0,"id":"action-1675","text":" Activate Free Action (concentrate, fortune) Frequency once per day; Trigger Your last action was to cast a spell prepared from this grimoire that has the detection, prediction, revelation, or scrying trait; Effect You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers (Athletics), 2 = keys (Acrobatics), 3 = shields (Survival), 4 = books (any Recall Knowledge), 5 = stars (Religion), 6 = crowns (Diplomacy). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1675"},{"skill_mod":{},"summary":"If your next action is to cast a summon spell prepared from this grimoire, you summon creatures from the illuminated folio rather than their usual …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1676","weakness":{},"name":"(concentrate, spellshape)","actions_number":2,"id":"action-1676","text":" Activate Single Action (concentrate, spellshape) Effect If your next action is to cast a summon spell prepared from this grimoire, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the water trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1676"},{"skill_mod":{},"summary":"The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech ","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1677","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1677","text":" Activate Free Action (concentrate) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1677"},{"skill_mod":{},"summary":"Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to cast a spell prepared from this grimoire that has the shadow trait","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1678","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1678","text":" Activate Single Action (concentrate) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that has the shadow trait; Effect Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is blinded for 1 round and drained 1 as the shadows scrape across it. Failure The creature is blinded for 1 minute and drained 2 as the shadows seize it. Critical Failure As failure, but the shadows also pull the creature into the tome, teleporting it to the Netherworld.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1678"},{"skill_mod":{},"summary":"The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the Raise a Tome feat","source":["Treasure Vault (Remastered)"],"trigger":"You're targeted with an arcane spell attack and you have this grimoire raised","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1679","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1679","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You're targeted with an arcane spell attack and you have this grimoire raised; Requirements You have the Raise a Tome feat; Effect The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher rank as the spell in the grimoire to cast that spell instead, heightened to the appropriate rank (if you spent a higher-rank spell slot). After you cast the spell, it’s expended from the grimoire.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1679"},{"skill_mod":{},"summary":"Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1680","frequency":"once per day","weakness":{},"name":"(concentrate, healing, vitality)","actions_number":0,"id":"action-1680","text":" Activate Free Action (concentrate, healing, vitality) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1680"},{"skill_mod":{},"summary":"If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1681","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1681","text":" Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead blinded for 1 round and then dazzled for 3 rounds.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1681"},{"skill_mod":{},"summary":"If your next action is to cast a shadow or void spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1682","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1682","text":" Activate Free Action (concentrate) Frequency once per day; Effect If your next action is to cast a shadow or void spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1682"},{"skill_mod":{},"summary":"You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're underwater","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1683","frequency":"once per day","weakness":{},"name":"1 minute (manipulate)","id":"action-1683","text":" Activate 1 minute (manipulate) Frequency once per day; Requirements You're underwater; Effect You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air.","category":"action","rarity":"common","slug":"action-1683"},{"skill_mod":{},"summary":"You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the Battle Medicine action","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1684","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1684","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1684"},{"skill_mod":{},"summary":"You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1685","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-1685","text":" Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails.","category":"action","rarity":"common","slug":"action-1685"},{"skill_mod":{},"summary":"Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1686","weakness":{},"name":"10 minutes (concentrate, manipulate)","id":"action-1686","text":" Activate 10 minutes (concentrate, manipulate) Effect Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location.","category":"action","rarity":"common","slug":"action-1686"},{"skill_mod":{},"summary":"While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1687","weakness":{},"name":"(concentrate, manipulate, teleportation)","actions_number":6,"id":"action-1687","text":" Activate Three Actions (concentrate, manipulate, teleportation) Effect While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1687"},{"skill_mod":{},"summary":"Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail a check or attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1688","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1688","text":" Activate Reaction (manipulate) Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1688"},{"skill_mod":{},"summary":"You concentrate on the lantern’s light to soften the boundary between the Ethereal Plane and the Universe . Any creature in the lantern’s bright …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The lantern's shutters are open","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1689","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1689","text":" Activate Single Action (concentrate) Frequency once per day; Requirements The lantern's shutters are open; Effect You concentrate on the lantern’s light to soften the boundary between the Ethereal Plane and the Universe. Any creature in the lantern’s bright light on the Universe gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it’s in the lantern’s bright light, and if the creature leaves the light and returns it regains the benefit once more.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1689"},{"skill_mod":{},"summary":"Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1690","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1690","text":" Activate Two Actions (concentrate, manipulate) Effect Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become sickened 2. You're immune to this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1690"},{"skill_mod":{},"summary":"Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1691","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1691","text":" Activate Two Actions (concentrate, manipulate) Effect Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become frightened 3. You're immune to this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1691"},{"skill_mod":{},"summary":"You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1692","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1692","text":" Activate Single Action (manipulate) Frequency once per hour; Effect You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then stupefied 1 for 3 rounds.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1692"},{"skill_mod":{},"summary":"The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The handkerchief is entirely covering an item of negligible Bulk","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1693","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1693","text":" Activate Single Action (manipulate) Requirements The handkerchief is entirely covering an item of negligible Bulk; Effect The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it. This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an Interact action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1693"},{"skill_mod":{},"summary":"You open the collapsed mechanism to fully open the tunnel, revealing an extradimensional space that stays in place. The tunnel is 6 feet across—just …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1694","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-1694","text":" Activate Three Actions (manipulate) Effect You open the collapsed mechanism to fully open the tunnel, revealing an extradimensional space that stays in place. The tunnel is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The passage’s depth is perpendicular to the surface, so it’s most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The atmosphere is hospitable to travel even if the keyed plane wouldn’t be. Anyone adjacent to either edge of the tunnel can Interact to collapse the opening. This closes both entrances to the extradimensional space. Any objects or creatures within the tunnel remain inside, and any that can’t fit fully inside are ejected into the nearest open space. No matter how many items are in the planar tunnel, its Bulk never changes. Items can be stowed or retrieved only while the tunnel is fully open. When the tunnel is closed, the interior remains a stable environment for 10 minutes, after which any creature or object inside is subjected to the environment of the keyed plane as it seeps through the boundary. A living creature placed inside can attempt to Escape against a DC of 13. An item inside the tunnel provides no benefits unless it’s retrieved first. Anything in the tunnel can’t be detected by magic that detects only things on the same plane.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1694"},{"skill_mod":{},"summary":"You attempt to Demoralize the foe the Strike hit.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the Battle Cry skill feat","source":["Treasure Vault (Remastered)"],"trigger":"An ally within 20 feet of you critically hits with a Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1695","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1695","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger An ally within 20 feet of you critically hits with a Strike; Requirements You have the Battle Cry skill feat; Effect You attempt to Demoralize the foe the Strike hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1695"},{"skill_mod":{},"summary":"You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1696","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1696","text":" Activate Single Action (manipulate) Frequency once per hour; Effect You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are concealed from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1696"},{"skill_mod":{},"summary":"You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather . For the next …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must be aboard a ship","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1697","frequency":"once per day","weakness":{},"name":"5 minutes (manipulate)","id":"action-1697","text":" Activate 5 minutes (manipulate) Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.","category":"action","rarity":"common","slug":"action-1697"},{"skill_mod":{},"summary":"The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn't have …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1698","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1698","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1698"},{"skill_mod":{},"summary":"You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1699","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1699","text":" Activate Single Action (manipulate) Frequency once per day; Effect You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can Hustle during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet. When the 8 hours are up, the cloud stops blowing and floats back into your hands.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1699"},{"skill_mod":{},"summary":"Replace the roll with the d20 roll from your ancestor's visitation.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You rolled a saving throw of the noted type","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1700","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-1700","text":" Activate Reaction (concentrate, fortune) Frequency once per day; Trigger You rolled a saving throw of the noted type; Effect Replace the roll with the d20 roll from your ancestor's visitation.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1700"},{"skill_mod":{},"summary":"Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1701","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1701","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1701"},{"skill_mod":{},"summary":"You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you become slightly …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You fail (but don't critically fail) an initial saving throw against a poison, or you gain persistent poison damage ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1702","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1702","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You fail (but don't critically fail) an initial saving throw against a poison, or you gain persistent poison damage; Effect You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you become slightly drunk. For 10 minutes you’re off-guard and gain a +1 item bonus to saving throws against fear.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1702"},{"skill_mod":{},"summary":"You animate your tattoo using the duration and other parameters of a 5th-rank summon animal spell. It appears in a space adjacent to you. If your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1703","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-1703","text":" Activate Three Actions (concentrate) Frequency once per day; Effect You animate your tattoo using the duration and other parameters of a 5th-rank summon animal spell. It appears in a space adjacent to you. If your tattoo animal drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1703"},{"skill_mod":{},"summary":"The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1704","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1704","text":" Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18.","category":"action","rarity":"common","slug":"action-1704"},{"skill_mod":{},"summary":"Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1705","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1705","text":" Activate Single Action (concentrate) Frequency once per day; Effect Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1705"},{"skill_mod":{},"summary":"You sense the direction toward your home.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1706","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1706","text":" Activate Single Action (concentrate) Effect You sense the direction toward your home.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1706"},{"skill_mod":{},"summary":"As you hold up your hand and align the star in view, you learn which direction you're facing.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1707","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1707","text":" Activate Two Actions (concentrate, manipulate) Effect As you hold up your hand and align the star in view, you learn which direction you're facing.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1707"},{"skill_mod":{},"summary":"You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can see your nemesis, and they're within 30 feet of you","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1708","frequency":"once per round","weakness":{},"name":"(concentrate, mental)","actions_number":2,"id":"action-1708","text":" Activate Single Action (concentrate, mental) Frequency once per round; Requirements You can see your nemesis, and they're within 30 feet of you; Effect You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1708"},{"skill_mod":{},"summary":"You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1709","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1709","text":" Activate Single Action (concentrate) Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1709"},{"skill_mod":{},"summary":"For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1710","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1710","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1710"},{"skill_mod":{},"summary":"The tattoo casts a 4th-rank blazing bolt , with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1711","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1711","text":" Activate Single Action to Three Actions (concentrate) Frequency once per day; Effect The tattoo casts a 4th-rank blazing bolt , with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines blazing bolt’s number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract rank 5th, counteract modifier +19).","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-1711"},{"skill_mod":{},"summary":"You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1712","weakness":{},"name":"(concentrate, morph)","actions_number":2,"id":"action-1712","text":" Activate Single Action (concentrate, morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1712"},{"skill_mod":{},"summary":"The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1713","weakness":{},"name":"(concentrate, polymorph)","actions_number":4,"id":"action-1713","text":" Activate Two Actions (concentrate, polymorph) Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1713"},{"skill_mod":{},"summary":"The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th rank.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1714","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-1714","text":" Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th rank.","category":"action","rarity":"common","slug":"action-1714"},{"skill_mod":{},"summary":"You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious , aquatic , …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You would be hit by an attack against your AC","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1715","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1715","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1715"},{"skill_mod":{},"summary":"The tattoo casts its spell.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1716","frequency":"once per day","weakness":{},"name":"The actions required to Activate the tattoo are the same as those needed to cast its spell","id":"action-1716","text":" Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.","category":"action","rarity":"common","slug":"action-1716"},{"skill_mod":{},"summary":"The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes. If you’ve …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in a forest or similar natural area","source":["Treasure Vault (Remastered)"],"trigger":"A creature would detect you by Seeking ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1717","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1717","text":" Activate Reaction (concentrate) Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of one with plants to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast one with plants to recharge the tattoo after each use.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1717"},{"skill_mod":{},"summary":"The tattoo casts the dragon wings focus spell on you.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1718","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1718","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts the dragon wings focus spell on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1718"},{"skill_mod":{},"summary":"The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1719","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1719","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1719"},{"skill_mod":{},"summary":"You cast tame .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1720","weakness":{},"name":"Cast a Spell","id":"action-1720","text":" Activate Cast a Spell; Effect You cast tame .","category":"action","rarity":"common","slug":"action-1720"},{"skill_mod":{},"summary":"You cast 2nd-rank summon animal to summon a hunting spider (armor), wolf (melee weapon), or bat swarm (ranged weapon).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1721","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1721","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank summon animal to summon a hunting spider (armor), wolf (melee weapon), or bat swarm (ranged weapon).","category":"action","rarity":"common","slug":"action-1721"},{"skill_mod":{},"summary":"You cast 3rd-rank summon animal to summon a giant monitor lizard (armor), boar (melee), or giant bat (ranged).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1722","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1722","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank summon animal to summon a giant monitor lizard (armor), boar (melee), or giant bat (ranged).","category":"action","rarity":"common","slug":"action-1722"},{"skill_mod":{},"summary":"You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1723","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1723","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","category":"action","rarity":"common","slug":"action-1723"},{"skill_mod":{},"summary":" tangle vine ","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1724","weakness":{},"name":"Cast a Spell","id":"action-1724","text":" Activate Cast a Spell; Effect tangle vine ","category":"action","rarity":"common","slug":"action-1724"},{"skill_mod":{},"summary":"You cast soothing blossoms .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1725","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1725","text":" Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms .","category":"action","rarity":"common","slug":"action-1725"},{"skill_mod":{},"summary":"You cast soothing blossoms .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1726","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1726","text":" Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms .","category":"action","rarity":"common","slug":"action-1726"},{"skill_mod":{},"summary":"You cast petal storm .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1727","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1727","text":" Activate Cast a Spell; Frequency once per day; Effect You cast petal storm .","category":"action","rarity":"common","slug":"action-1727"},{"skill_mod":{},"summary":"You cast 6th-rank petal storm .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1728","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1728","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank petal storm .","category":"action","rarity":"common","slug":"action-1728"},{"skill_mod":{},"summary":"You cast burning blossoms .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1729","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1729","text":" Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","category":"action","rarity":"common","slug":"action-1729"},{"skill_mod":{},"summary":"You cast haunting hymn .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1730","weakness":{},"name":"Cast a Spell","id":"action-1730","text":" Activate Cast a Spell; Effect You cast haunting hymn .","category":"action","rarity":"common","slug":"action-1730"},{"skill_mod":{},"summary":"You cast fear .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1731","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1731","text":" Activate Cast a Spell; Frequency once per day; Effect You cast fear .","category":"action","rarity":"common","slug":"action-1731"},{"skill_mod":{},"summary":"You cast 4th-rank fear .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1732","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1732","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank fear .","category":"action","rarity":"common","slug":"action-1732"},{"skill_mod":{},"summary":"You cast wave of despair . ","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1733","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1733","text":" Activate Cast a Spell; Frequency once per day; Effect You cast wave of despair . ","category":"action","rarity":"common","slug":"action-1733"},{"skill_mod":{},"summary":"You cast 7th-rank wave of despair .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1734","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1734","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank wave of despair .","category":"action","rarity":"common","slug":"action-1734"},{"skill_mod":{},"summary":"You cast canticle of everlasting grief .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1735","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1735","text":" Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","category":"action","rarity":"common","slug":"action-1735"},{"skill_mod":{},"summary":"You cast forbidding ward .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1736","weakness":{},"name":"Cast a Spell","id":"action-1736","text":" Activate Cast a Spell; Effect You cast forbidding ward .","category":"action","rarity":"common","slug":"action-1736"},{"skill_mod":{},"summary":"You cast blur .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1737","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1737","text":" Activate Cast a Spell; Frequency once per day; Effect You cast blur .","category":"action","rarity":"common","slug":"action-1737"},{"skill_mod":{},"summary":"You cast mirror's misfortune .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1738","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1738","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune .","category":"action","rarity":"common","slug":"action-1738"},{"skill_mod":{},"summary":"You cast mirror's misfortune .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1739","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1739","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune .","category":"action","rarity":"common","slug":"action-1739"},{"skill_mod":{},"summary":"You cast mirror malefactors .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1740","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1740","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","category":"action","rarity":"common","slug":"action-1740"},{"skill_mod":{},"summary":"You cast void warp .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1741","weakness":{},"name":"Cast a Spell","id":"action-1741","text":" Activate Cast a Spell; Effect You cast void warp .","category":"action","rarity":"common","slug":"action-1741"},{"skill_mod":{},"summary":"You cast invoke spirits .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1742","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1742","text":" Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits .","category":"action","rarity":"common","slug":"action-1742"},{"skill_mod":{},"summary":"You cast 7th-rank invoke spirits .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1743","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1743","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank invoke spirits .","category":"action","rarity":"common","slug":"action-1743"},{"skill_mod":{},"summary":"You cast tempest of shades .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1744","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1744","text":" Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","category":"action","rarity":"common","slug":"action-1744"},{"skill_mod":{},"summary":"You cast electric arc .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1745","weakness":{},"name":"Cast a Spell","id":"action-1745","text":" Activate Cast a Spell; Effect You cast electric arc .","category":"action","rarity":"common","slug":"action-1745"},{"skill_mod":{},"summary":"You cast lightning bolt .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1746","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1746","text":" Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt .","category":"action","rarity":"common","slug":"action-1746"},{"skill_mod":{},"summary":"You cast 4th-rank lightning bolt .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1747","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1747","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank lightning bolt .","category":"action","rarity":"common","slug":"action-1747"},{"skill_mod":{},"summary":"You cast draw the lightning .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1748","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1748","text":" Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","category":"action","rarity":"common","slug":"action-1748"},{"skill_mod":{},"summary":"You cast divine lance .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1749","weakness":{},"name":"Cast a Spell","id":"action-1749","text":" Activate Cast a Spell; Effect You cast divine lance .","category":"action","rarity":"common","slug":"action-1749"},{"skill_mod":{},"summary":"You cast divine wrath .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1750","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1750","text":" Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath .","category":"action","rarity":"common","slug":"action-1750"},{"skill_mod":{},"summary":"You cast 6th-rank divine wrath .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1751","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1751","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank divine wrath .","category":"action","rarity":"common","slug":"action-1751"},{"skill_mod":{},"summary":"You cast divine decree .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1752","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1752","text":" Activate Cast a Spell; Frequency once per day; Effect You cast divine decree .","category":"action","rarity":"common","slug":"action-1752"},{"skill_mod":{},"summary":"You cast 7th-rank divine decree .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1753","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1753","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank divine decree .","category":"action","rarity":"common","slug":"action-1753"},{"skill_mod":{},"summary":"You cast summon deific herald .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1754","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1754","text":" Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","category":"action","rarity":"common","slug":"action-1754"},{"skill_mod":{},"summary":"You cast stabilize .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1755","weakness":{},"name":"Cast a Spell","id":"action-1755","text":" Activate Cast a Spell; Effect You cast stabilize .","category":"action","rarity":"common","slug":"action-1755"},{"skill_mod":{},"summary":"You cast vital beacon .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1756","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1756","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon .","category":"action","rarity":"common","slug":"action-1756"},{"skill_mod":{},"summary":"You cast 5th-rank vital beacon .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1757","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1757","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vital beacon .","category":"action","rarity":"common","slug":"action-1757"},{"skill_mod":{},"summary":"You cast healing well .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1758","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1758","text":" Activate Cast a Spell; Frequency once per day; Effect You cast healing well .","category":"action","rarity":"common","slug":"action-1758"},{"skill_mod":{},"summary":"You cast 6th-rank healing well .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1759","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1759","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank healing well .","category":"action","rarity":"common","slug":"action-1759"},{"skill_mod":{},"summary":"You cast field of life .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1760","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1760","text":" Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","category":"action","rarity":"common","slug":"action-1760"},{"skill_mod":{},"summary":"You cast light .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1761","weakness":{},"name":"Cast a Spell","id":"action-1761","text":" Activate Cast a Spell; Effect You cast light .","category":"action","rarity":"common","slug":"action-1761"},{"skill_mod":{},"summary":"You cast hypnotize .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1762","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1762","text":" Activate Cast a Spell; Frequency once per day; Effect You cast hypnotize .","category":"action","rarity":"common","slug":"action-1762"},{"skill_mod":{},"summary":"You cast 6th-rank hypnotize .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1763","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1763","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank hypnotize .","category":"action","rarity":"common","slug":"action-1763"},{"skill_mod":{},"summary":"You cast vibrant pattern .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1764","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1764","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern .","category":"action","rarity":"common","slug":"action-1764"},{"skill_mod":{},"summary":"You cast 8th-rank vibrant pattern .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1765","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1765","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 8th-rank vibrant pattern .","category":"action","rarity":"common","slug":"action-1765"},{"skill_mod":{},"summary":"You cast confusing colors .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1766","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1766","text":" Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors .","category":"action","rarity":"common","slug":"action-1766"},{"skill_mod":{},"summary":"You cast figment .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1767","weakness":{},"name":"Cast a Spell","id":"action-1767","text":" Activate Cast a Spell; Effect You cast figment .","category":"action","rarity":"common","slug":"action-1767"},{"skill_mod":{},"summary":"You cast phantasmal treasure .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1768","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1768","text":" Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure .","category":"action","rarity":"common","slug":"action-1768"},{"skill_mod":{},"summary":"You cast vision of death .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1769","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1769","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vision of death .","category":"action","rarity":"common","slug":"action-1769"},{"skill_mod":{},"summary":"You cast 6th-rank vision of death .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1770","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1770","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-rank vision of death .","category":"action","rarity":"common","slug":"action-1770"},{"skill_mod":{},"summary":"You cast phantasmal calamity .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1771","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1771","text":" Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","category":"action","rarity":"common","slug":"action-1771"},{"skill_mod":{},"summary":"You cast light .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1772","weakness":{},"name":"Cast a Spell","id":"action-1772","text":" Activate Cast a Spell; Effect You cast light .","category":"action","rarity":"common","slug":"action-1772"},{"skill_mod":{},"summary":"You cast fiery body .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1773","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1773","text":" Activate Cast a Spell; Frequency once per day; Effect You cast fiery body .","category":"action","rarity":"common","slug":"action-1773"},{"skill_mod":{},"summary":"You cast fiery body. ","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1774","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1774","text":" Activate Cast a Spell; Frequency once per day; Effect You cast fiery body. ","category":"action","rarity":"common","slug":"action-1774"},{"skill_mod":{},"summary":"You cast confusing colors .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1775","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1775","text":" Activate Cast a Spell; Frequency once per day; Effect You cast confusing colors .","category":"action","rarity":"common","slug":"action-1775"},{"skill_mod":{},"summary":"You cast falling stars .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1776","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1776","text":" Activate Cast a Spell; Frequency once per day; Effect You cast falling stars .","category":"action","rarity":"common","slug":"action-1776"},{"skill_mod":{},"summary":"You cast bullhorn .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1777","weakness":{},"name":"Cast a Spell","id":"action-1777","text":" Activate Cast a Spell; Effect You cast bullhorn .","category":"action","rarity":"common","slug":"action-1777"},{"skill_mod":{},"summary":"You cast biting words .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1778","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1778","text":" Activate Cast a Spell; Frequency once per day; Effect You cast biting words .","category":"action","rarity":"common","slug":"action-1778"},{"skill_mod":{},"summary":"You cast 2nd-rank biting words .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1779","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1779","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-rank biting words .","category":"action","rarity":"common","slug":"action-1779"},{"skill_mod":{},"summary":"You cast noise blast .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1780","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1780","text":" Activate Cast a Spell; Frequency once per day; Effect You cast noise blast .","category":"action","rarity":"common","slug":"action-1780"},{"skill_mod":{},"summary":"You cast 4th-rank noise blast .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1781","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1781","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank noise blast .","category":"action","rarity":"common","slug":"action-1781"},{"skill_mod":{},"summary":"You cast painful vibrations .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1782","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1782","text":" Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","category":"action","rarity":"common","slug":"action-1782"},{"skill_mod":{},"summary":"You cast frostbite .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1783","weakness":{},"name":"Cast a Spell","id":"action-1783","text":" Activate Cast a Spell; Effect You cast frostbite .","category":"action","rarity":"common","slug":"action-1783"},{"skill_mod":{},"summary":"You cast 3rd-rank chilling spray .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1784","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1784","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank chilling spray .","category":"action","rarity":"common","slug":"action-1784"},{"skill_mod":{},"summary":"You cast ice storm . ","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1785","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1785","text":" Activate Cast a Spell; Frequency once per day; Effect You cast ice storm . ","category":"action","rarity":"common","slug":"action-1785"},{"skill_mod":{},"summary":"You cast howling blizzard .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1786","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1786","text":" Activate Cast a Spell; Frequency once per day; Effect You cast howling blizzard .","category":"action","rarity":"common","slug":"action-1786"},{"skill_mod":{},"summary":"You cast void warp .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1787","weakness":{},"name":"Cast a Spell","id":"action-1787","text":" Activate Cast a Spell; Effect You cast void warp .","category":"action","rarity":"common","slug":"action-1787"},{"skill_mod":{},"summary":"You cast vampiric feast .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1788","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1788","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vampiric feast .","category":"action","rarity":"common","slug":"action-1788"},{"skill_mod":{},"summary":"You cast sanguine mist .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1789","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1789","text":" Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist .","category":"action","rarity":"common","slug":"action-1789"},{"skill_mod":{},"summary":"You cast 4th-rank vampiric feast .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1790","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1790","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank vampiric feast .","category":"action","rarity":"common","slug":"action-1790"},{"skill_mod":{},"summary":"You cast 5th-rank vampiric feast .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1791","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1791","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank vampiric feast .","category":"action","rarity":"common","slug":"action-1791"},{"skill_mod":{},"summary":"You cast vampiric exsanguination .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1792","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1792","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","category":"action","rarity":"common","slug":"action-1792"},{"skill_mod":{},"summary":"You cast gouging claw .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1793","weakness":{},"name":"Cast a Spell","id":"action-1793","text":" Activate Cast a Spell; Effect You cast gouging claw .","category":"action","rarity":"common","slug":"action-1793"},{"skill_mod":{},"summary":"You cast dinosaur form .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1794","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1794","text":" Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form .","category":"action","rarity":"common","slug":"action-1794"},{"skill_mod":{},"summary":"You cast 5th-rank dinosaur form .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1795","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1795","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank dinosaur form .","category":"action","rarity":"common","slug":"action-1795"},{"skill_mod":{},"summary":"You cast 7th-rank dinosaur form .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1796","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1796","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form .","category":"action","rarity":"common","slug":"action-1796"},{"skill_mod":{},"summary":"You cast detect magic .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1797","weakness":{},"name":"Cast a Spell","id":"action-1797","text":" Activate Cast a Spell; Effect You cast detect magic .","category":"action","rarity":"common","slug":"action-1797"},{"skill_mod":{},"summary":"You cast web of eyes .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1798","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1798","text":" Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes .","category":"action","rarity":"common","slug":"action-1798"},{"skill_mod":{},"summary":"You cast clairvoyance .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1799","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1799","text":" Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance .","category":"action","rarity":"common","slug":"action-1799"},{"skill_mod":{},"summary":"You cast clairvoyance .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1800","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1800","text":" Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance .","category":"action","rarity":"common","slug":"action-1800"},{"skill_mod":{},"summary":"You cast scouting eye .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1801","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1801","text":" Activate Cast a Spell; Frequency once per day; Effect You cast scouting eye .","category":"action","rarity":"common","slug":"action-1801"},{"skill_mod":{},"summary":"You cast shield .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1802","weakness":{},"name":"Cast a Spell","id":"action-1802","text":" Activate Cast a Spell; Effect You cast shield .","category":"action","rarity":"common","slug":"action-1802"},{"skill_mod":{},"summary":"You cast spiritual armament .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1803","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1803","text":" Activate Cast a Spell; Frequency once per day; Effect You cast spiritual armament .","category":"action","rarity":"common","slug":"action-1803"},{"skill_mod":{},"summary":"You cast 5th-rank spiritual armament .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1804","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1804","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-rank spiritual armament .","category":"action","rarity":"common","slug":"action-1804"},{"skill_mod":{},"summary":"You cast spiritual guardian .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1805","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1805","text":" Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","category":"action","rarity":"common","slug":"action-1805"},{"skill_mod":{},"summary":"You cast gouging claw .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1806","weakness":{},"name":"Cast a Spell","id":"action-1806","text":" Activate Cast a Spell; Effect You cast gouging claw .","category":"action","rarity":"common","slug":"action-1806"},{"skill_mod":{},"summary":"You cast summon dragon .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1807","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1807","text":" Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon .","category":"action","rarity":"common","slug":"action-1807"},{"skill_mod":{},"summary":"You cast 7th-rank summon dragon .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1808","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1808","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-rank summon dragon .","category":"action","rarity":"common","slug":"action-1808"},{"skill_mod":{},"summary":"You cast summon draconic legion .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1809","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-1809","text":" Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","category":"action","rarity":"common","slug":"action-1809"},{"skill_mod":{},"summary":"Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1810","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1810","text":" Activate Single Action (concentrate) Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1810"},{"skill_mod":{},"summary":"You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1811","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1811","text":" Activate Single Action (concentrate) Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1811"},{"skill_mod":{},"summary":"You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1812","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1812","text":" Activate Three Actions (concentrate, manipulate) Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1812"},{"skill_mod":{},"summary":"An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You use Spellstrike with a non-cantrip spell and miss with the Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1813","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1813","text":" Activate Free Action (concentrate) Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1813"},{"skill_mod":{},"summary":"You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1814","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1814","text":" Activate Single Action (concentrate) Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 27.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1814"},{"skill_mod":{},"summary":"A vicious blast of deific power explodes as you hit. You deal an additional 1d4 spirit damage per damage die of the staff to the target of your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You hit with a Strike using the staff","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1815","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1815","text":" Activate Free Action (concentrate) Trigger You hit with a Strike using the staff; Effect A vicious blast of deific power explodes as you hit. You deal an additional 1d4 spirit damage per damage die of the staff to the target of your Strike.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1815"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead , you can also cast protect companion on …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1816","weakness":{},"name":"Cast a Spell","id":"action-1816","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead , you can also cast protect companion on the resulting minion as a free action.","category":"action","rarity":"common","slug":"action-1816"},{"skill_mod":{},"summary":"You expend a number of charges from this instrument to cast a spell from its list.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1817","weakness":{},"name":"Cast a Spell","id":"action-1817","text":" Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.","category":"action","rarity":"common","slug":"action-1817"},{"skill_mod":{},"summary":"You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1818","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1818","text":" Activate Single Action (concentrate) Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1818"},{"skill_mod":{},"summary":"You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1819","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1819","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating.","category":"action","rarity":"common","slug":"action-1819"},{"skill_mod":{},"summary":"You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst ( …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1820","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1820","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, light, magical) Requirements You're affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose.","category":"action","rarity":"common","slug":"action-1820"},{"skill_mod":{},"summary":"You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1821","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1821","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type.","category":"action","rarity":"common","slug":"action-1821"},{"skill_mod":{},"summary":"You cast enfeeble . After you cast the spell, if the target is enfeebled , it releases a 10-foot emanation that doesn’t include itself. Each …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1822","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1822","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast enfeeble . After you cast the spell, if the target is enfeebled, it releases a 10-foot emanation that doesn’t include itself. Each creature in that area must attempt a Fortitude save as if targeted by enfeeble, but gets an outcome one degree of success better than it rolled.","category":"action","rarity":"common","slug":"action-1822"},{"skill_mod":{},"summary":"You cast jump , but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation off-guard until the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1823","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1823","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast jump , but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation off-guard until the start of its next turn. In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute.","category":"action","rarity":"common","slug":"action-1823"},{"skill_mod":{},"summary":"You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1824","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1824","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled).","category":"action","rarity":"common","slug":"action-1824"},{"skill_mod":{},"summary":"You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1825","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1825","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell.","category":"action","rarity":"common","slug":"action-1825"},{"skill_mod":{},"summary":"You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1826","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1826","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns.","category":"action","rarity":"common","slug":"action-1826"},{"skill_mod":{},"summary":"You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1827","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; This activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-1827","text":" Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative.","category":"action","rarity":"common","slug":"action-1827"},{"skill_mod":{},"summary":"You Cast the Spell.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1828","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1828","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell.","category":"action","rarity":"common","slug":"action-1828"},{"skill_mod":{},"summary":"You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The last action you took this turn was to Cast a Spell from the wand","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1829","weakness":{},"name":"Interact (emotion, illusion, light, mental, visual)","actions_number":2,"id":"action-1829","text":" Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1829"},{"skill_mod":{},"summary":"You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1830","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1830","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check.","category":"action","rarity":"common","slug":"action-1830"},{"skill_mod":{},"summary":"You Cast the Spell, and can choose to give it the nonlethal trait.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1831","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; the activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-1831","text":" Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait.","category":"action","rarity":"common","slug":"action-1831"},{"skill_mod":{},"summary":"You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1832","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1832","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect.","category":"action","rarity":"common","slug":"action-1832"},{"skill_mod":{},"summary":"You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1833","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1833","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type.","category":"action","rarity":"common","slug":"action-1833"},{"skill_mod":{},"summary":"You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1834","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1834","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait.","category":"action","rarity":"common","slug":"action-1834"},{"skill_mod":{},"summary":"You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1835","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; This activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-1835","text":" Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet.","category":"action","rarity":"common","slug":"action-1835"},{"skill_mod":{},"summary":"You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1836","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1836","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets.","category":"action","rarity":"common","slug":"action-1836"},{"skill_mod":{},"summary":"You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1837","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1837","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground.","category":"action","rarity":"common","slug":"action-1837"},{"skill_mod":{},"summary":"You cast blur , and the wand creates faint orbs of electricity concealed in the haze around you. Each time a creature that’s adjacent to you …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1838","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1838","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blur , and the wand creates faint orbs of electricity concealed in the haze around you. Each time a creature that’s adjacent to you fails a flat check against the concealment from blur , they explode one of the orbs, causing them to take 5 electricity damage.","category":"action","rarity":"common","slug":"action-1838"},{"skill_mod":{},"summary":"You cast fleet step . For the duration of the spell, you're also concealed while you Stride.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1839","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1839","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fleet step . For the duration of the spell, you're also concealed while you Stride.","category":"action","rarity":"common","slug":"action-1839"},{"skill_mod":{},"summary":"You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1840","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1840","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false vitality of the indicated rank. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false vitality , and you can use the following action.","category":"action","rarity":"common","slug":"action-1840"},{"skill_mod":{},"summary":"You end false vitality and increase the creature's frightened condition value to 2.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least 1 temporary Hit Point from false vitality ","source":["Treasure Vault (Remastered)"],"trigger":"You successfully impart the frightened 1 condition on a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1841","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1841","text":" Activate Free Action (concentrate) Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality ; Effect You end false vitality and increase the creature's frightened condition value to 2.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1841"},{"skill_mod":{},"summary":"You cast disintegrate . If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie with the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1842","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1842","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast disintegrate . If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie with the same general appearance as the disintegrated creature. You control this sulfur zombie, which gains the minion and summoned traits. You can issue a verbal command to the sulfur zombie as a single action with the auditory and concentrate traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first.","category":"action","rarity":"common","slug":"action-1842"},{"skill_mod":{},"summary":"You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1843","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1843","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim.","category":"action","rarity":"common","slug":"action-1843"},{"skill_mod":{},"summary":"You cast 4th-rank sleep , but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1844","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1844","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast 4th-rank sleep , but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 persistent mental damage. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the persistent mental damage or not), it's frightened 1. If it awakens from damage on its own turn, the creature doesn't reduce its frightened condition automatically on that turn.","category":"action","rarity":"common","slug":"action-1844"},{"skill_mod":{},"summary":"You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1845","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1845","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn.","category":"action","rarity":"common","slug":"action-1845"},{"skill_mod":{},"summary":"You cast mind probe . The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1846","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1846","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mind probe . The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than it rolled. This means you learn the answer if the target's Deception check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success.","category":"action","rarity":"common","slug":"action-1846"},{"skill_mod":{},"summary":"You cast uncontrollable dance . When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes fatigued .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1847","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-1847","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast uncontrollable dance . When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes fatigued.","category":"action","rarity":"common","slug":"action-1847"},{"skill_mod":{},"summary":"You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You Shield Block a melee Strike made with a held weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1848","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1848","text":" Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike made with a held weapon; Effect You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1848"},{"skill_mod":{},"summary":"The rune casts a 3rd-rank fear spell (DC 25).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1849","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1849","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The rune casts a 3rd-rank fear spell (DC 25).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1849"},{"skill_mod":{},"summary":"The container casts cleanse cuisine on all the food and drink within.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1850","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1850","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The container casts cleanse cuisine on all the food and drink within.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1850"},{"skill_mod":{},"summary":"You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You Shield Block a melee Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1851","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1851","text":" Activate Free Action (concentrate) Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save).","category":"action","actions":"Free Action","rarity":"common","slug":"action-1851"},{"skill_mod":{},"summary":"You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1852","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1852","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1852"},{"skill_mod":{},"summary":"You pull a versatile vial from the satchel’s secondary compartment. It’s as effective as the vials you create at the start of the day, not limited …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can create versatile vials","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1853","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1853","text":" Activate Single Action (concentrate) Frequency once per day; Requirements You can create versatile vials; Effect You pull a versatile vial from the satchel’s secondary compartment. It’s as effective as the vials you create at the start of the day, not limited like ones created using Quick Alchemy.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1853"},{"skill_mod":{},"summary":"You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1854","frequency":"once per hour","weakness":{},"name":"1 minute (manipulate)","id":"action-1854","text":" Activate 1 minute (manipulate) Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.","category":"action","rarity":"common","slug":"action-1854"},{"skill_mod":{},"summary":"You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1855","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1855","text":" Activate Single Action (manipulate) Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1855"},{"skill_mod":{},"summary":"You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1856","weakness":{},"name":"(concentrate, manipulate))","actions_number":4,"id":"action-1856","text":" Activate Two Actions (concentrate, manipulate) Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1856"},{"skill_mod":{},"summary":"One charge in the baldric expires, and you gain its benefit, according to its type.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The baldric has a charge","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1857","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1857","text":" Activate Two Actions (concentrate) Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1857"},{"skill_mod":{},"summary":"The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an Athletics check to Disarm the attacking …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You're struck by a melee attack with a held weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1858","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1858","text":" Activate Reaction (manipulate) Frequency once per day; Trigger You're struck by a melee attack with a held weapon; Effect The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an Athletics check to Disarm the attacking creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1858"},{"skill_mod":{},"summary":"You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1859","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-1859","text":" Activate Two Actions (manipulate) Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1859"},{"skill_mod":{},"summary":"You and each ally in a 5-foot emanation reduce your frightened values by 1.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1860","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1860","text":" Activate Single Action (concentrate) Frequency once per day; Effect You and each ally in a 5-foot emanation reduce your frightened values by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1860"},{"skill_mod":{},"summary":"You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're standing on an earthen, icy, or wooden surface","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1861","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1861","text":" Activate Single Action (manipulate) Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1861"},{"skill_mod":{},"summary":"All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1862","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1862","text":" Activate Two Actions (concentrate, manipulate) Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1862"},{"skill_mod":{},"summary":"You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1863","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1863","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1863"},{"skill_mod":{},"summary":"You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"A creature within 60 feet targets you with a visual effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1864","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1864","text":" Activate Reaction (manipulate) Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1864"},{"skill_mod":{},"summary":"The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1865","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1865","text":" Activate Single Action (concentrate) Frequency once per hour; Effect The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on Perception checks you make to use Sense Motive against that creature. This benefit lasts until you Activate the item again in this way. If you’re an investigator, you can use this activation as part of the Devise a Stratagem action (even if you’re doing it as a free action). Alternatively, you can use it as part of the Pursue a Lead activity, even though you can’t see the creature. You must choose the same creature you chose for Devise a Stratagem or Pursue a Lead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1865"},{"skill_mod":{},"summary":"You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1866","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1866","text":" Activate Single Action (concentrate) Frequency once per hour; Effect You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1866"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1867","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1867","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1867"},{"skill_mod":{},"summary":"You peel the musicians from the garment and fling them around you. The cloak casts a 4th-rank phantom crowd spell (DC 28); each of the 10-foot …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1868","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1868","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-rank phantom crowd spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1868"},{"skill_mod":{},"summary":"You're quickened on your next turn. You can use the extra action only as part of Casting a bloodline spell.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're benefiting from your blood magic effect","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1869","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1869","text":" Activate Single Action (concentrate) Frequency once per day; Requirements You're benefiting from your blood magic effect; Effect You're quickened on your next turn. You can use the extra action only as part of Casting a bloodline spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1869"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1870","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1870","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1870"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1871","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1871","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1871"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1872","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1872","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1872"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1873","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1873","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1873"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1874","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1874","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1874"},{"skill_mod":{},"summary":"The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1875","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1875","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1875"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a divine monk qi spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1876","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1876","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a divine monk qi spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1876"},{"skill_mod":{},"summary":"While meditating, you searched your feelings for a portent of the future. You're affected by an augury spell.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You have just Refocused by meditating","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1877","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1877","text":" Activate Free Action (concentrate) Frequency once per hour; Trigger You have just Refocused by meditating; Effect While meditating, you searched your feelings for a portent of the future. You're affected by an augury spell.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1877"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast an occult monk qi spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1878","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1878","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an occult monk qi spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1878"},{"skill_mod":{},"summary":"The mask contorts and inhales, sucking breath from your target's lungs. The target falls unconscious but doesn't fall prone or drop what it's …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"Your unarmed Strike hits a creature that breathes","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1879","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1879","text":" Activate Reaction (concentrate) Frequency once per day; Trigger Your unarmed Strike hits a creature that breathes; Effect The mask contorts and inhales, sucking breath from your target's lungs. The target falls unconscious but doesn't fall prone or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1879"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1880","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1880","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1880"},{"skill_mod":{},"summary":"The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1881","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1881","text":" Activate Free Action (concentrate) Frequency once per day; Effect The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1881"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1882","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1882","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1882"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1883","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1883","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1883"},{"skill_mod":{},"summary":"You regain 3d8 Hit Points. The amount of healing increases to 5d8 if you’re cursebound 2, 7d8 if you’re cursebound 3, or 9d8 if you’re cursebound 4. …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your cursebound value is 1 or higher","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1884","frequency":"once per day","weakness":{},"name":"(concentrate, healing, vitality)","actions_number":2,"id":"action-1884","text":" Activate Single Action (concentrate, healing, vitality) Frequency once per day; Requirements Your cursebound value is 1 or higher; Effect You regain 3d8 Hit Points. The amount of healing increases to 5d8 if you’re cursebound 2, 7d8 if you’re cursebound 3, or 9d8 if you’re cursebound 4. If you have the void healing ability, this activation has the void trait instead of the healing and vitality traits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1884"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden’s signet also casts a …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1885","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1885","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden’s signet also casts a 4th-rank oaken resilience spell on you. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1885"},{"skill_mod":{},"summary":"You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1886","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1886","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1886"},{"skill_mod":{},"summary":"You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1887","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1887","text":" Activate Single Action (manipulate) Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1887"},{"skill_mod":{},"summary":"Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1888","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1888","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1888"},{"skill_mod":{},"summary":"You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast share life targeting the ally. The link remains …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1889","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1889","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast share life targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell’s duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1889"},{"skill_mod":{},"summary":"The crown casts its spell at 2nd rank (DC 20).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1890","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1890","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The crown casts its spell at 2nd rank (DC 20).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1890"},{"skill_mod":{},"summary":"You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1891","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1891","text":" Activate Single Action (manipulate) Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1891"},{"skill_mod":{},"summary":"You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1892","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1892","text":" Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1892"},{"skill_mod":{},"summary":"You use Quick-Tempered and gain 10 additional temporary Hit Points from your Rage.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have Quick-Tempered and meet its requirements;","source":["Treasure Vault (Remastered)"],"trigger":"You roll initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1893","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1893","text":" Activate Free Action (concentrate) Frequency once per day; Trigger You roll initiative; Requirements You have Quick-Tempered and meet its requirements;; Effect You use Quick-Tempered and gain 10 additional temporary Hit Points from your Rage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1893"},{"skill_mod":{},"summary":"You draw upon your instinct to gain a boon, as follows. Animal: Your bestial instincts take over, granting you greater ferocity. You can Stride …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re raging, and the crown’s instinct matches your barbarian instinct","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1894","frequency":"once per day","weakness":{},"name":"(concentrate, rage)","actions_number":2,"id":"action-1894","text":" Activate Single Action (concentrate, rage) Frequency once per day; Requirements You’re raging, and the crown’s instinct matches your barbarian instinct; Effect You draw upon your instinct to gain a boon, as follows. Animal: Your bestial instincts take over, granting you greater ferocity. You can Stride as part of the activation, and you gain 10 additional temporary Hit Points from your rage. Until the end of your rage, you deal 3 additional damage with your animal’s unarmed attacks, and those unarmed attacks gain the deadly d8 trait. Dragon: The might of dragons surrounds you in the form of dancing flames, poisonous wisps, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 damage each time they do. The damage type is that of your instinct’s dragon breath. Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become quickened until the end of your rage. You can use your extra action only to Stride or Strike. Giant: If you have the space to do so and aren’t already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you Stride along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends. Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks. Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a fortune effect. Also, your raging resistance applies to all magic traditions while you rage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1894"},{"skill_mod":{},"summary":"You choose one of the following effects. Charge! Stride twice. Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until …","primary_source":"Treasure Vault (Remastered)","cost":"1 charge from the helm","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1895","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1895","text":" Activate Single Action (concentrate) Cost 1 charge from the helm; Frequency once per hour; Effect You choose one of the following effects. Charge! Stride twice. Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until the end of this turn. Protect! If you're wielding a shield, Stride to a space adjacent to an ally, then Raise your Shield. Re-Arm! Interact up to three times. Each of these actions must be used to do something listed under Interact. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1895"},{"skill_mod":{},"summary":"You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1896","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1896","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1896"},{"skill_mod":{},"summary":"You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1897","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1897","text":" Activate Single Action (manipulate) Frequency once per hour; Effect You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a vitality spell to damage undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant’s effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1897"},{"skill_mod":{},"summary":"You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You would miss with an attack made with a bow ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1898","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1898","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You would miss with an attack made with a bow; Effect You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1898"},{"skill_mod":{},"summary":"You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"a swarm creature is within your reach","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1899","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1899","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. Hit Point recovery is a healing vitality effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1899"},{"skill_mod":{},"summary":"You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1900","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1900","text":" Activate Single Action (manipulate) Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1900"},{"skill_mod":{},"summary":"You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1901","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1901","text":" Activate Single Action (concentrate) Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1901"},{"skill_mod":{},"summary":"Roll twice to determine the number of Hit Points you restore and take the higher result.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You are about to roll a variable number of Hit Points you restore from an action with the healing trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1902","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":2,"id":"action-1902","text":" Activate Single Action (concentrate, fortune) Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1902"},{"skill_mod":{},"summary":"Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1903","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1903","text":" Activate Single Action (concentrate) Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1903"},{"skill_mod":{},"summary":"You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1904","weakness":{},"name":"Deconstruct","legacy_id":["action-3755"],"trait":["Downtime","Rare"],"id":"action-1904","text":" Deconstruct Source Treasure Vault (Remastered) pg. 162 --- You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct alchemical items and the Magical Crafting skill feat to deconstruct magic items. To Deconstruct an item, you must meet the following requirements. The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. The item has a listed Price. You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items. At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item. At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances. Critical Success If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. Success As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. Failure You fail to deconstruct the item, wasting your time. You can try again. Critical Failure You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item.","category":"action","rarity":"rare","slug":"action-1904"},{"skill_mod":{},"summary":"You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1905","weakness":{},"name":"Grow","legacy_id":["action-3756"],"trait":["Downtime","Manipulate","Rare"],"id":"action-1905","text":" Grow Source Treasure Vault (Remastered) pg. 165 --- You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the Magical Crafting skill feat to Grow a magic item, and the Snare Crafting feat to Grow a snare. To Grow an item, you must meet the following requirements. The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item; see Getting Formulas for more information. You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like Herbalism Lore, gaining an amount of value based on the rules for Earn Income. You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment. If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Player Core Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional Crafting check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount. Critical Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over.","category":"action","rarity":"rare","slug":"action-1905"},{"skill_mod":{},"summary":"Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The fear effect is counteracted for all targets, …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You are targeted or included in the area of a fear effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1924","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-1924","text":" Activate Reaction (manipulate) Trigger You are targeted or included in the area of a fear effect; Effect Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The fear effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1924"},{"skill_mod":{},"summary":"You drink from the tankard, ending the controlled , grabbed , immobilized , paralyzed , restrained , and slowed conditions on yourself and …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1925","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1925","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect You drink from the tankard, ending the controlled, grabbed, immobilized, paralyzed, restrained, and slowed conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to Escape an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as paralyzed).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1925"},{"skill_mod":{},"summary":"You enhance yourself with a shard of Cayden's divine fortune and cast indestructibility .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1926","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1926","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You enhance yourself with a shard of Cayden's divine fortune and cast indestructibility .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1926"},{"skill_mod":{},"summary":"You switch the Coldstar Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1927","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1927","text":" Activate Single Action (manipulate) Effect You switch the Coldstar Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1927"},{"skill_mod":{},"summary":"Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1928","frequency":"once per round","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1928","text":" Activate Single Action (manipulate) Frequency once per round; Effect Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1928"},{"skill_mod":{},"summary":"For the triggering Strike, Ghosthand's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt a ranged Strike with Ghosthand's Comet ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1929","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1929","text":" Activate Free Action (concentrate) Trigger You attempt a ranged Strike with Ghosthand's Comet ; Effect For the triggering Strike, Ghosthand's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1929"},{"skill_mod":{},"summary":"On your next attempt at a ranged Strike with Ghosthand's Comet , the shot phases through any material or magical obstacle, such as a wall of force …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1930","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1930","text":" Activate Single Action (concentrate) Effect On your next attempt at a ranged Strike with Ghosthand's Comet , the shot phases through any material or magical obstacle, such as a wall of force , in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1930"},{"skill_mod":{},"summary":"If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1931","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1931","text":" Activate Free Action (concentrate) Frequency once per minute; Effect If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune effect.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1931"},{"skill_mod":{},"summary":"You cast avatar , gaining the abilities for Irori .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1932","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1932","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You cast avatar , gaining the abilities for Irori.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1932"},{"skill_mod":{},"summary":"You angle the shield to refract light. Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in an area of bright or dim light ","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1933","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1933","text":" Activate Single Action (manipulate) Requirements You're in an area of bright or dim light; Effect You angle the shield to refract light. Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can do so while observed. This bonus ends if you Activate another ability or use the Shield Block reaction.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1933"},{"skill_mod":{},"summary":"You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in an area of bright light","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1934","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1934","text":" Activate Single Action (manipulate) Requirements You're in an area of bright light; Effect You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save. Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded for 2d4 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1934"},{"skill_mod":{},"summary":"You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a force barrage spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1935","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-1935","text":" Activate Free Action (manipulate) Trigger You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a force barrage spell; Effect You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1935"},{"skill_mod":{},"summary":"Reroll the triggering roll and take the higher result. This is a fortune effect.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You make an attack roll, skill check, or saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1936","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-1936","text":" Activate Reaction (concentrate ,fortune) Frequency once per day; Trigger You make an attack roll, skill check, or saving throw; Effect Reroll the triggering roll and take the higher result. This is a fortune effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1936"},{"skill_mod":{},"summary":"The cloak casts sleep at 4th rank (DC 42).","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1937","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1937","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The cloak casts sleep at 4th rank (DC 42).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1937"},{"skill_mod":{},"summary":"The cloak casts teleport at 10th rank. If you name no destination, it teleports you to a random planet in a random location that's safe for you.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1938","frequency":"once per week","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-1938","text":" Activate Three Actions (concentrate) Frequency once per week; Effect The cloak casts teleport at 10th rank. If you name no destination, it teleports you to a random planet in a random location that's safe for you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1938"},{"skill_mod":{},"summary":"You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You Strike with the Whisperer of Souls ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1939","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1939","text":" Activate Free Action (concentrate) Trigger You Strike with the Whisperer of Souls ; Effect You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1939"},{"skill_mod":{},"summary":"You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt an Occultism check to Decipher Writing , Identify Magic , Learn a Spell , or Recall Knowledge ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1940","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1940","text":" Activate Free Action (concentrate) Trigger You attempt an Occultism check to Decipher Writing, Identify Magic, Learn a Spell, or Recall Knowledge; Effect You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1940"},{"skill_mod":{},"summary":"Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1941","frequency":"once per week","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-1941","text":" Activate Three Actions (concentrate, manipulate) Frequency once per week; Effect Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. Success When you return, you can retrain one of your skills into a Lore skill about evil creatures or places, as if you had spent 1 week retraining. Failure As success, but you are stupefied 2 for 1 week. Critical Failure As success, but you become unholy. If you were holy, you instead lose that trait. You must retrain one of your skills into a Lore about unholy creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1941"},{"skill_mod":{},"summary":"You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1942","frequency":"once per day","weakness":{},"name":"(concentrate, fire)","actions_number":2,"id":"action-1942","text":" Activate Single Action (concentrate, fire) Frequency once per day; Effect You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage. You can Dismiss the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1942"},{"skill_mod":{},"summary":"You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1943","frequency":"once per hour","weakness":{},"name":"<%ACTION.TYPES#2%%> or <%ACTION.TYPES#3%%> (concentrate, teleportation)","id":"action-1943","text":" Activate Single Action or Two Actions (concentrate, teleportation) Frequency once per hour; Effect You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet.","category":"action","rarity":"common","slug":"action-1943"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1944","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1944","text":" Activate Single Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost. However, when you use this activation, the corruption cassock can instead cast a domain spell of the same rank from its deity. It does so only to confuse and dismay you, harming your faith.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1944"},{"skill_mod":{},"summary":"The armor wraps around you, allowing you to don it by the time the activation finishes.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1945","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-1945","text":" Activate Single Action (concentrate, manipulate) Effect The armor wraps around you, allowing you to don it by the time the activation finishes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1945"},{"skill_mod":{},"summary":"You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1946","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-1946","text":" Activate Single Action (manipulate) Effect You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and immediately vomit the potion directly onto yourself, taking 5d6 damage of the same damage type the potion deals and expending the item. If you succeed at your Fortitude save, you become sickened 1 but otherwise are able to unleash Energy Breath as normal for a lesser energy breath potion of the appropriate type.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1946"},{"skill_mod":{},"summary":"Like glasses of sociability , with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1947","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1947","text":" Activate Single Action (concentrate) Effect Like glasses of sociability , with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1947"},{"skill_mod":{},"summary":"Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1948","frequency":"once per day","weakness":{},"name":"1 minute (manipulatr)","id":"action-1948","text":" Activate 1 minute (manipulate) Frequency once per day; Effect Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell.","category":"action","rarity":"common","slug":"action-1948"},{"skill_mod":{},"summary":"You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1949","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1949","text":" Activate Single Action (concentrate) Effect You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1949"},{"skill_mod":{},"summary":"The bleachguard doll casts one of its available cantrips or spells.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1950","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1950","text":" Activate Two Actions (concentrate, manipulate) Effect The bleachguard doll casts one of its available cantrips or spells.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1950"},{"skill_mod":{},"summary":"The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1951","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1951","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can Cast a Spell only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1951"},{"skill_mod":{},"summary":"The beads cast 4th-rank light .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1952","weakness":{},"name":"Cast a Spell","id":"action-1952","text":" Activate Cast a Spell; Effect The beads cast 4th-rank light .","category":"action","rarity":"common","slug":"action-1952"},{"skill_mod":{},"summary":"The armor casts 4th-rank safe passage , with the protected area beginning from your square and extending to a place of relative safety.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1953","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1953","text":" Activate Two Actions (concentrate) Frequency once per day; Effect The armor casts 4th-rank safe passage , with the protected area beginning from your square and extending to a place of relative safety.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1953"},{"skill_mod":{},"summary":"The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You Cast a Spell with the fire trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1954","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1954","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger You Cast a Spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw).","category":"action","actions":"Reaction","rarity":"common","slug":"action-1954"},{"skill_mod":{},"summary":"The tome casts fireball at 5th level to your specifications.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1955","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1955","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The tome casts fireball at 5th level to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1955"},{"skill_mod":{},"summary":"The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1956","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1956","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1956"},{"skill_mod":{},"summary":"The wayfinder casts know the way on you.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1957","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1957","text":" Activate Two Actions (concentrate) Effect The wayfinder casts know the way on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1957"},{"skill_mod":{},"summary":"The wayfinder casts wanderer's guide on you.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1958","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-1958","text":" Activate 1 minute (concentrate, manipulate) Frequency once per day; Effect The wayfinder casts wanderer's guide on you.","category":"action","rarity":"common","slug":"action-1958"},{"skill_mod":{},"summary":"The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1959","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1959","text":" Activate Single Action (concentrate) Effect The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn't function as an instrument or provide magic other than this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1959"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1960","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-1960","text":" Activate Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.","category":"action","actions":"Free Action","rarity":"common","slug":"action-1960"},{"skill_mod":{},"summary":"The cloak casts 2nd-rank illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1961","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1961","text":" Activate Two Actions (concentrate) Effect The cloak casts 2nd-rank illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1961"},{"skill_mod":{},"summary":"The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1962","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1962","text":" Activate Single Action (concentrate) Effect The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1962"},{"skill_mod":{},"summary":"The blossom casts nature’s pathway on you to your specifications. If you teleport through only cherry trees, the spell is cast at 6th rank.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1963","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1963","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect The blossom casts nature’s pathway on you to your specifications. If you teleport through only cherry trees, the spell is cast at 6th rank.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1963"},{"skill_mod":{},"summary":"The blossom casts soothing blossoms to your specifications.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1964","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1964","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect The blossom casts soothing blossoms to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1964"},{"skill_mod":{},"summary":"The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1965","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1965","text":" Activate Single Action (concentrate) Frequency once per minute; Effect The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become concealed, and creatures outside the cloud become concealed to creatures within it. When you or an ally succeeds with a Strike against a creature in the blossoms, the Strike deals an additional 1d6 mental damage and an additional 1d6 void damage to living creatures, or an additional 1d6 vitality damage to undead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1965"},{"skill_mod":{},"summary":"The armbands taunt a creature you're competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You succeed or critically succeed at an Athletics check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1966","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1966","text":" Activate Reaction (concentrate) Frequency once per minute; Trigger You succeed or critically succeed at an Athletics check; Effect The armbands taunt a creature you're competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1966"},{"skill_mod":{},"summary":"You create a vision of a token you could have crafted or make a short performance to inspire an ally within 60 feet. This otherwise works as the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1967","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1967","text":" Activate Single Action (concentrate) Effect You create a vision of a token you could have crafted or make a short performance to inspire an ally within 60 feet. This otherwise works as the uplifting overture cantrip.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1967"},{"skill_mod":{},"summary":"You speak briefly about your craft or enact a short performance. The relic casts charm at a rank equal to half its own.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1968","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1968","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You speak briefly about your craft or enact a short performance. The relic casts charm at a rank equal to half its own.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1968"},{"skill_mod":{},"summary":"You speak at length about or demonstrate your craft, or you enact a performance. The relic casts enthrall at a level equal to half its own. If …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1969","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1969","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You speak at length about or demonstrate your craft, or you enact a performance. The relic casts enthrall at a level equal to half its own. If you have legendary proficiency in Crafting or Performance, creatures can't critically succeed on their saves against this spell. You can use Sustain an Activation to sustain the effect as you would the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1969"},{"skill_mod":{},"summary":"The relic tries to neutralize the triggering effect with its own emotion, attempting a counteract check. If the check succeeds, you feel a sudden …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You would be adversely affected by an emotion effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1970","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1970","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger You would be adversely affected by an emotion effect; Effect The relic tries to neutralize the triggering effect with its own emotion, attempting a counteract check. If the check succeeds, you feel a sudden rush of the relic's emotion and the counteracted effect doesn't take hold of you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1970"},{"skill_mod":{},"summary":"A surge of emotion emanates from your relic, granting a +1 status bonus to skill checks determined by the relic's emotion. This bonus lasts for 1 …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1971","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1971","text":" Activate Single Action (concentrate) Frequency once per hour; Effect A surge of emotion emanates from your relic, granting a +1 status bonus to skill checks determined by the relic's emotion. This bonus lasts for 1 minute. Anger Athletics checks Awe Performance checks Dedication Checks to Recall Knowledge Fear Stealth checks Hatred Intimidation checks Joy Diplomacy checks Love Medicine checks Misery Survival checks Pride Society checks Remorse Deception checks","category":"action","actions":"Single Action","rarity":"common","slug":"action-1971"},{"skill_mod":{},"summary":"You gain the emotional fervor benefits for your relic's emotional state for the next 3 rounds, but ignore the spell associated with the fervor. The …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1972","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1972","text":" Activate Single Action (concentrate) Frequency once per hour; Effect You gain the emotional fervor benefits for your relic's emotional state for the next 3 rounds, but ignore the spell associated with the fervor. The feeling wears off quickly, so you experience no emotional fallout.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1972"},{"skill_mod":{},"summary":"You channel your relic's emotion at a target within 30 feet, overpowering an emotion effect on that creature. The relic attempts a counteract …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1973","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1973","text":" Activate Two Actions (concentrate, manipulate) Effect You channel your relic's emotion at a target within 30 feet, overpowering an emotion effect on that creature. The relic attempts a counteract check. If the check succeeds, the target feels a sudden rush of the relic's emotion, and the counteracted effect ends on the target. The target is temporarily immune to your relic's emotion conduit until you make your next daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1973"},{"skill_mod":{},"summary":"The relic Casts the Spell associated with its emotional fervor at the spell's lowest rank.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1974","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-1974","text":" Activate Single Action (concentrate, manipulate) Effect The relic Casts the Spell associated with its emotional fervor at the spell's lowest rank.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1974"},{"skill_mod":{},"summary":"The relic attempts a counteract check. If the check succeeds, the relic absorbs the effect completely, negating it. Instead, you're quickened for …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You are the target of an emotion effect from a hostile source","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1975","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1975","text":" Activate Reaction (concentrate) Trigger You are the target of an emotion effect from a hostile source; Effect The relic attempts a counteract check. If the check succeeds, the relic absorbs the effect completely, negating it. Instead, you're quickened for up to 1 minute, but no longer than the triggering effect's duration. You then become temporarily immune to this effect for 1 hour.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1975"},{"skill_mod":{},"summary":"You treat your proficiency bonus as equal to half your level, or if the relic is 7th level or higher, as equal to your level. Then, roll twice, …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt a d20 roll you're untrained in","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1976","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1976","text":" Activate Reaction (concentrate) Frequency once per day; Trigger You attempt a d20 roll you're untrained in; Effect You treat your proficiency bonus as equal to half your level, or if the relic is 7th level or higher, as equal to your level. Then, roll twice, taking the better of the two results. This doesn't allow you to use a skill's trained actions.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1976"},{"skill_mod":{},"summary":"You swap rolls with another target who's willing to swap with you. Each of you determines the new results with your new rolls.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You roll a failure or critical failure on a saving throw against an effect with multiple targets","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1977","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1977","text":" Activate Reaction (concentrate) Frequency once per hour; Trigger You roll a failure or critical failure on a saving throw against an effect with multiple targets; Effect You swap rolls with another target who's willing to swap with you. Each of you determines the new results with your new rolls.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1977"},{"skill_mod":{},"summary":"Your relic sends out a wave of bad luck, forcing the creature to reroll and take the worse result.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"An enemy within 30 feet rolls a success on an attack roll, saving throw, or skill check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1978","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1978","text":" Activate Reaction (concentrate) Frequency once per day; Trigger An enemy within 30 feet rolls a success on an attack roll, saving throw, or skill check; Effect Your relic sends out a wave of bad luck, forcing the creature to reroll and take the worse result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1978"},{"skill_mod":{},"summary":"Negate the misfortune effect. Any other fortune effect still applies.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt a d20 roll affected by a misfortune effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1979","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1979","text":" Activate Reaction (concentrate) Frequency once per 10 minutes; Trigger You attempt a d20 roll affected by a misfortune effect; Effect Negate the misfortune effect. Any other fortune effect still applies.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1979"},{"skill_mod":{},"summary":"You steal the higher of the two numbers the triggering target rolled; the target must use the other result. Until you make your next daily …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You or a creature within 30 feet of you rolls two d20s for a fortune or misfortune effect and you like the higher roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1980","frequency":"once per day; ","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1980","text":" Activate Reaction (concentrate) Frequency once per day; ; Trigger You or a creature within 30 feet of you rolls two d20s for a fortune or misfortune effect and you like the higher roll; Effect You steal the higher of the two numbers the triggering target rolled; the target must use the other result. Until you make your next daily preparations, you can substitute that number for one d20 roll made for a saving throw or skill check you have to make against an effect created by an enemy, hazard, or the environment. Doing so is a fortune effect. If you fail to do so before your next daily preparations, you lose the stored number.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1980"},{"skill_mod":{},"summary":"You roll twice and take the better result.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"You attempt a skill check with a DC that is at least 15 higher than your bonus in the skill","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1981","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1981","text":" Activate Reaction (concentrate) Frequency once per 10 minutes; Trigger You attempt a skill check with a DC that is at least 15 higher than your bonus in the skill; Effect You roll twice and take the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1981"},{"skill_mod":{},"summary":"You point the relic at a creature within 30 feet, imbuing it with urgency. The creature gains the quickened condition for 1 round. After the …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1982","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1982","text":" Activate Two Actions (concentrate, manipulate) Effect You point the relic at a creature within 30 feet, imbuing it with urgency. The creature gains the quickened condition for 1 round. After the condition ends, the creature is slowed 1 for 1 round and temporarily immune to this gift until you next perform your daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1982"},{"skill_mod":{},"summary":"You target one creature within 30 feet, temporarily imposing the decrepitude of time on it. The target must attempt a Fortitude saving throw. The …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1983","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1983","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect You target one creature within 30 feet, temporarily imposing the decrepitude of time on it. The target must attempt a Fortitude saving throw. The clumsy and enfeebled conditions last 1 minute. Critical Success The target is unaffected. Success The target becomes clumsy 1 and enfeebled 1. Failure The target becomes clumsy 2, enfeebled 2, and drained 1. Critical Failure The target becomes clumsy 3, enfeebled 3, and drained 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1983"},{"skill_mod":{},"summary":"You analyze diverging time streams to determine the best course of action. Resolve two turns as if they occurred, then choose which one happens. The …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"trigger":"Your turn starts","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1984","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-1984","text":" Activate Reaction (concentrate) Frequency once per day; Trigger Your turn starts; Effect You analyze diverging time streams to determine the best course of action. Resolve two turns as if they occurred, then choose which one happens. The other does not occur.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1984"},{"skill_mod":{},"summary":"You make time shudder around you, stealing it from enemies and granting it to allies. Creatures of your choice within 30 feet must attempt a Will …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1985","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-1985","text":" Activate Two Actions (concentrate) Frequency once per day; Effect You make time shudder around you, stealing it from enemies and granting it to allies. Creatures of your choice within 30 feet must attempt a Will save. For each creature you render slowed with this gift, you can render one ally within 30 feet, including you, quickened for 1 round. Success The creature is unaffected. Failure The creature is slowed 1. Critical Failure The creature is slowed 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1985"},{"skill_mod":{},"summary":"Your relic casts time jump on you to your specifications.\r\n","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1986","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1986","text":" Activate Single Action (concentrate) Frequency once per day; Effect Your relic casts time jump on you to your specifications.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1986"},{"skill_mod":{},"summary":"The relic casts time beacon on you. \r\n","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1987","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-1987","text":" Activate Single Action (concentrate) Frequency once per day; Effect The relic casts time beacon on you. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-1987"},{"skill_mod":{},"summary":"You fan in a direction, and the fan casts gust of wind . If this casting is directed toward the sail of a vessel, it instead fills it with …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1988","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-1988","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect You fan in a direction, and the fan casts gust of wind . If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1988"},{"skill_mod":{},"summary":"With a flick of your finger, you set the astrolabe's rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The …","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1989","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Interact","actions_number":4,"id":"action-1989","text":" Activate Two Actions Interact; Frequency once per day; Effect With a flick of your finger, you set the astrolabe's rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The astrolabe of falling stars calls down a brief rain of meteorites in a 10-foot burst centered on that point, dealing 1d8 bludgeoning and 1d8 fire damage to creatures in the area (DC 19 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1989"},{"skill_mod":{},"summary":"You set your eye upon a star and think of someone to cast guiding star .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are viewing the night sky with the spyglass","source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1990","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"envision","actions_number":2,"id":"action-1990","text":" Activate Single Action envision; Frequency once per day; Requirements You are viewing the night sky with the spyglass; Effect You set your eye upon a star and think of someone to cast guiding star .","category":"action","actions":"Single Action","rarity":"common","slug":"action-1990"},{"skill_mod":{},"summary":"You cast acid splash .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1991","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1991","text":" Activate Cast a Spell; Effect You cast acid splash .","category":"action","rarity":"common","slug":"action-1991"},{"skill_mod":{},"summary":"You cast 3rd-level acidic burst .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1992","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1992","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level acidic burst .","category":"action","rarity":"common","slug":"action-1992"},{"skill_mod":{},"summary":"You cast 4th-level acid arrow .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1993","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1993","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acid arrow .","category":"action","rarity":"common","slug":"action-1993"},{"skill_mod":{},"summary":"You cast 4th-level acidic burst .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1994","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1994","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst .","category":"action","rarity":"common","slug":"action-1994"},{"skill_mod":{},"summary":"You cast daze .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1995","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1995","text":" Activate Cast a Spell; Effect You cast daze .","category":"action","rarity":"common","slug":"action-1995"},{"skill_mod":{},"summary":"You cast 3rd-level fear .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1996","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1996","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level fear .","category":"action","rarity":"common","slug":"action-1996"},{"skill_mod":{},"summary":"You cast 4th-level agonizing despair .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1997","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1997","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair .","category":"action","rarity":"common","slug":"action-1997"},{"skill_mod":{},"summary":"You cast outcast's curse .","primary_source":"Pathfinder #188: They Watched the Stars","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1998","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-1998","text":" Activate Cast a Spell; Frequency once per day; Effect You cast outcast's curse .","category":"action","rarity":"common","slug":"action-1998"},{"skill_mod":{},"summary":"You cast telekinetic projectile as an occult cantrip, heightened to a spell level equal to half your level rounded up.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1999","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Interact","actions_number":4,"id":"action-1999","text":" Activate Two Actions Interact; Effect You cast telekinetic projectile as an occult cantrip, heightened to a spell level equal to half your level rounded up.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1999"},{"skill_mod":{},"summary":"You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-level occult spell, consuming one of your unexpended spell slots of …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2000","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Interact","actions_number":4,"id":"action-2000","text":" Activate Two Actions Interact; Effect You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-level occult spell, consuming one of your unexpended spell slots of the same level as if you had used it to cast the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2000"},{"skill_mod":{},"summary":"You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2001","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"command, Interact","actions_number":6,"id":"action-2001","text":" Activate Three Actions command, Interact; Effect You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of solid ice. Expanded, the ice forge is 10 feet square and 10 feet high. While the forge itself is cold to the touch, it won't melt in higher temperatures, nor will it cause harm to someone who remains in contact with the chill surface for an extended period of time. The forge can be used to work metal as a normal forge (although fuel must be provided)—the heat created by its use does no harm to the ice forge , nor does it transmit to the surface it sits upon, making an ice forge an ideal solution for those who seek to use forges in areas where open flames or smoke would be dangerous. You can return an ice forge to its handheld anvil form by spending a single action to issue a verbal command, which has the auditory trait. Doing so immediately snuffs out any fire within the forge and leaves behind unused material or ashes. Once deactivated, the forge can't be activated again for 4 hours.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2001"},{"skill_mod":{},"summary":"The ice forge casts creation (heightened to 5th level) to your specifications.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The ice forge is in forge form","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2002","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"1 minute (envision, Interact)","id":"action-2002","text":" Activate 1 minute (envision, Interact); Requirements The ice forge is in forge form; Effect The ice forge casts creation (heightened to 5th level) to your specifications.","category":"action","rarity":"common","slug":"action-2002"},{"skill_mod":{},"summary":"The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold , it removes the …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2003","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Interact","actions_number":6,"id":"action-2003","text":" Activate Three Actions Interact; Effect The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2003"},{"skill_mod":{},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have master proficiency in Will saves.","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"trigger":"You attempt a Will save against a mental enchantment spell, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2004","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"envision","actions_number":0,"id":"action-2004","text":" Activate Free Action envision; Trigger You attempt a Will save against a mental enchantment spell, but you haven't rolled yet; Requirements You have master proficiency in Will saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2004"},{"skill_mod":{},"summary":"The mindsponge casts modify memory , but only to erase a memory—a mindsponge can't enhance memory clarity, alter memories, or add false …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2005","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"envision, Interact","actions_number":4,"id":"action-2005","text":" Activate Two Actions envision, Interact; Effect The mindsponge casts modify memory , but only to erase a memory—a mindsponge can't enhance memory clarity, alter memories, or add false memories.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2005"},{"skill_mod":{},"summary":"You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2006","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"1 minute (envision, Interact)","id":"action-2006","text":" Activate 1 minute (envision, Interact); Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge . Memories and psychic energy absorbed aren't taken from the target's soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse —treat the saving throw result against that spell as one degree of success lower than the actual result. A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.","category":"action","rarity":"common","slug":"action-2006"},{"skill_mod":{},"summary":"You command the rope to split, declaring a specific length or amount, such as “ten feet of rope,” “half of the rope,” and so on. The rope splits …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2007","frequency":"once per minute","weakness":{},"name":"command","actions_number":2,"id":"action-2007","text":" Activate Single Action command; Frequency once per minute; Effect You command the rope to split, declaring a specific length or amount, such as “ten feet of rope,” “half of the rope,” and so on. The rope splits itself into the requested piece, leaving the remaining length intact. If the rope isn't long enough to provide the requested amount, the activation fails.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2007"},{"skill_mod":{},"summary":"The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The rope is split into two or more pieces","source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2008","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2008","text":" Activate Two Actions envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2008"},{"skill_mod":{},"summary":"You cast dimension door . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2009","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-2009","text":" Activate Two Actions Interact; Frequency once per day; Effect You cast dimension door . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or until the end of your next turn, at which point the smoke dissipates. When used in strong winds, the smoke disperses immediately.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2009"},{"skill_mod":{},"summary":"You and your target teleport to a space within 10 feet. The target arrives in a safe, open space of your choosing adjacent to your arrival space. …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"trigger":"Your melee attack roll with the blink blade is a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2010","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-2010","text":" Activate Reaction envision; Frequency once per day; Trigger Your melee attack roll with the blink blade is a critical success; Effect You and your target teleport to a space within 10 feet. The target arrives in a safe, open space of your choosing adjacent to your arrival space. This teleportation also creates puffs of smoke, as noted with the activation above.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2010"},{"skill_mod":{},"summary":"The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2011","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-2011","text":" Activate Single Action envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2011"},{"skill_mod":{},"summary":"With a flourish of your cape, you make a grand entrance that draws the attention of those around you. You cast enthrall with a DC of 25. The …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2012","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2012","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect With a flourish of your cape, you make a grand entrance that draws the attention of those around you. You cast enthrall with a DC of 25. The spell gains the visual trait and loses the auditory trait. You Sustain the Spell by continuing to sweep the cape about.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2012"},{"skill_mod":{},"summary":"The cape glows with the effects of 1st-level light . You can Activate the cape again to Dismiss the effect.","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2013","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-2013","text":" Activate Two Actions command, Interact; Effect The cape glows with the effects of 1st-level light . You can Activate the cape again to Dismiss the effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2013"},{"skill_mod":{},"summary":"You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save.","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2014","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2014","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2014"},{"skill_mod":{},"summary":"You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2015","weakness":{},"name":"Interact","actions_number":2,"id":"action-2015","text":" Activate Single Action Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2015"},{"skill_mod":{},"summary":"The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"trigger":"You would take damage from falling into water","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2016","weakness":{},"name":"envision","actions_number":1,"id":"action-2016","text":" Activate Reaction envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2016"},{"skill_mod":{},"primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"trigger":"You take fire damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2017","weakness":{},"name":"envision","actions_number":0,"id":"action-2017","text":" Activate Free Action envision; Trigger You take fire damage.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2017"},{"skill_mod":{},"summary":"You utter a specific magical phrase while holding one of the sheets of parchment. All writing disappears from the parchment.","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2018","weakness":{},"name":"command","actions_number":2,"id":"action-2018","text":" Activate Single Action command; Effect You utter a specific magical phrase while holding one of the sheets of parchment. All writing disappears from the parchment.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2018"},{"skill_mod":{},"summary":"The smoke forms a bird that flies up to 120 feet in a direction of your choice. When it collides with a solid object or travels the full range, …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2019","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-2019","text":" Activate Two Actions Interact; Frequency once per day; Effect The smoke forms a bird that flies up to 120 feet in a direction of your choice. When it collides with a solid object or travels the full range, whichever is shorter, it explodes in a 20-foot burst of smoke with the effects of obscuring mist .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2019"},{"skill_mod":{},"summary":"The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2020","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-2020","text":" Activate Single Action envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2020"},{"skill_mod":{},"summary":"You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2021","weakness":{},"name":"command","actions_number":2,"id":"action-2021","text":" Activate Single Action command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2021"},{"skill_mod":{},"summary":"You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first …","primary_source":"Firebrands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2022","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-2022","text":" Activate Single Action command; Frequency once per day; Effect You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first skill check you attempt within 1 minute. You become temporarily immune to the effects of all stones of encouragement , even ones other than the one you activated, for 1 day. You can still hear the encouraging words of different stones if you hold them, but they don't provide any benefits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2022"},{"skill_mod":{},"summary":"For 10 minutes, you and up to four creatures you touch ignore difficult terrain and effects that would give a circumstance penalty to Speed. If you …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2023","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":4,"id":"action-2023","text":" Activate Two Actions envision; Frequency once per day; Effect For 10 minutes, you and up to four creatures you touch ignore difficult terrain and effects that would give a circumstance penalty to Speed. If you are at least 17th level, the targets also ignore greater difficult terrain.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2023"},{"skill_mod":{},"summary":"Choose acid, cold, electricity, fire, mental, poison, or sonic. You can't choose the damage type for which The Brass Dwarf currently gives you …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2024","frequency":"once per hour","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":2,"id":"action-2024","text":" Activate Single Action envision; Frequency once per hour; Effect Choose acid, cold, electricity, fire, mental, poison, or sonic. You can't choose the damage type for which The Brass Dwarf currently gives you resistance. You gain resistance to the damage you chose equal to your level, and you lose the prior resistance that The Brass Dwarf gave you. For 1 minute, you gain weakness equal to half your level to the damage type of the prior resistance.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2024"},{"skill_mod":{},"summary":"You peer into the future and witness yourself walking through a colorful but vaguely sinister carnival, meeting a variety of strange people. One of …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2025","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision (divination, prediction)","actions_number":4,"id":"action-2025","text":" Activate Two Actions envision (divination, prediction) Frequency once per day; Effect You peer into the future and witness yourself walking through a colorful but vaguely sinister carnival, meeting a variety of strange people. One of these people looks more genuine than the others and resembles someone you're likely to meet for the first time in the next 24 hours (if anyone). This resemblance might be metaphorical, such a clown signifying someone who is silly or a stilt-walker representing someone who is tall. You also get a sense for whether this person can be trusted, should be distrusted, or neither, based on how they're most likely to interact with you and your allies. The GM decides who this new person might be, then rolls a secret DC 6 flat check. On a failure, the result is always “neither,” making it hard to determine whether a “neither” result is accurate.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2025"},{"skill_mod":{},"summary":"You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC.","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2026","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":2,"id":"action-2026","text":" Activate Single Action envision; Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC. Critical Success The target is unaffected. Success The target can't benefit from circumstance or status bonuses for 1 round. Failure The target can't benefit from circumstance or status bonuses for 1 day, and the target's allies are unable to benefit from circumstance or status bonuses while within 15 feet of the target. Critical Failure As failure, except the duration is 1 week.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2026"},{"skill_mod":{},"summary":"You wave the card to create a vision of destruction around you; you cast phantasmal calamity , except the area is a 20-foot emanation. The level …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2027","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2027","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You wave the card to create a vision of destruction around you; you cast phantasmal calamity , except the area is a 20-foot emanation. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC. You are immune to the effects of your own phantasmal calamity .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2027"},{"skill_mod":{},"summary":"You grab the triggering item. If all of your hands are full (including any extra free hands from The Juggler ), you must immediately release an …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"trigger":"an item of 1 Bulk or less falls within your reach, or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon of 1 Bulk or less","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2028","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"Interact","actions_number":1,"id":"action-2028","text":" Activate Reaction Interact; Trigger an item of 1 Bulk or less falls within your reach, or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon of 1 Bulk or less; Effect You grab the triggering item. If all of your hands are full (including any extra free hands from The Juggler ), you must immediately release an item, which can include the triggering item.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2028"},{"skill_mod":{},"summary":"You touch a weapon and instill faithlessness within it. The weapon gains the backbiting curse . The curse lasts until you use this activation again. …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2029","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2029","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You touch a weapon and instill faithlessness within it. The weapon gains the backbiting curse. The curse lasts until you use this activation again. If you're at least 17th level, you can instead use this activation on a weapon within 30 feet. If the weapon is carried by a creature, it can resist the effect with a successful Will save against your class DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2029"},{"skill_mod":{},"summary":"You mimic the turning of a key in a lock and free yourself from your unpleasant fate. You attempt to counteract the triggering affliction, using …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"trigger":"You would be afflicted by a curse or a disease ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2030","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":1,"id":"action-2030","text":" Activate Reaction envision, Interact; Frequency once per day; Trigger You would be afflicted by a curse or a disease; Effect You mimic the turning of a key in a lock and free yourself from your unpleasant fate. You attempt to counteract the triggering affliction, using half your level (rounded up) as the counteract level and a counteract check modifier equal to your class DC – 10.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2030"},{"skill_mod":{},"summary":"You bring the might of the mountain into your body. You cast 2nd-level or 4th-level enlarge upon yourself. If you're at least 15th level, the …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2031","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command, Interact","actions_number":4,"id":"action-2031","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You bring the might of the mountain into your body. You cast 2nd-level or 4th-level enlarge upon yourself. If you're at least 15th level, the duration increases to 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2031"},{"skill_mod":{},"summary":"You choose to lose one of your senses and gain another until you use this activation again. Choose from one of the following: Your eyes are …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2032","frequency":"once per hour","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":6,"id":"action-2032","text":" Activate Three Actions envision; Frequency once per hour; Effect You choose to lose one of your senses and gain another until you use this activation again. Choose from one of the following: Your eyes are replaced by dark pits that see only death. You become blinded and gain lifesense, an imprecise sense out to 60 feet. Lifesense allows you to see the vital essence of living and undead creatures, distinguishing between the positive energy animating living creatures and negative energy animating undead creatures, much as sight distinguishes colors. Your ears close up then become covered with hairs that are sensitive to movement. You become deafened, but you can't be flanked. Your mouth seals over with flesh. You lose the ability to speak, but you do not need to breathe. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2032"},{"skill_mod":{},"summary":"Adjust the result of your saving throw up by one degree of success.","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"trigger":"You fail or critically fail a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2033","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2033","text":" Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a saving throw; Effect Adjust the result of your saving throw up by one degree of success.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2033"},{"skill_mod":{},"summary":"You improve the creature's attitude by an additional step more than you would normally. If you're at least 18th level, you improve the creature's …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"trigger":"You improve a creature's attitude to you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2034","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2034","text":" Activate Reaction envision; Frequency once per day; Trigger You improve a creature's attitude to you; Effect You improve the creature's attitude by an additional step more than you would normally. If you're at least 18th level, you improve the creature's attitude by two additional steps.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2034"},{"skill_mod":{},"summary":"Reroll the triggering Strike with a +1 status bonus. If you hit, attempt a DC 15 flat check; on a failure, your weapon gains the broken condition …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"trigger":"You miss a creature with a melee weapon Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2035","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision (fortune)","actions_number":1,"id":"action-2035","text":" Activate Reaction envision (fortune) Frequency once per day; Trigger You miss a creature with a melee weapon Strike; Effect Reroll the triggering Strike with a +1 status bonus. If you hit, attempt a DC 15 flat check; on a failure, your weapon gains the broken condition (if your weapon is already broken, it's destroyed). If you're at least 14th level, this flat check is DC 10. If you're at least 17th level, this flat check is DC 5.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2035"},{"skill_mod":{},"summary":"You regain Hit Points equal to twice your level, and a pledged follower of your choice loses Hit Points equal to your level (no effects apply that …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2036","frequency":"once per minute","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"","actions_number":0,"id":"action-2036","text":" Activate Free Action ; Frequency once per minute; Effect You regain Hit Points equal to twice your level, and a pledged follower of your choice loses Hit Points equal to your level (no effects apply that would decrease this Hit Point loss). If this loss kills your pledged follower, you also gain temporary Hit Points equal to your level. The pledged follower is temporarily immune to this activation for 24 hours.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2036"},{"skill_mod":{},"summary":"You cast purple worm sting on a creature within your reach, with a DC equal to your class DC.","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2037","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2037","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You cast purple worm sting on a creature within your reach, with a DC equal to your class DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2037"},{"skill_mod":{},"summary":" The Theater attempts to counter the misfortune effect before it affects you. It has a counteract level equal to your level divided by 2 (rounded …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"trigger":"You are targeted by a misfortune effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2038","frequency":"once per hour","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision (fortune)","actions_number":1,"id":"action-2038","text":" Activate Reaction envision (fortune) Frequency once per hour; Trigger You are targeted by a misfortune effect; Effect The Theater attempts to counter the misfortune effect before it affects you. It has a counteract level equal to your level divided by 2 (rounded up), and a counteract modifier of your Class DC – 10.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2038"},{"skill_mod":{},"summary":"A blast of inspiring noise erupts from the card in a 60-foot cone. Creatures in the area take 14d6 sonic damage (with a basic Fortitude save equal …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2039","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":4,"id":"action-2039","text":" Activate Two Actions envision; Frequency once per day; Effect A blast of inspiring noise erupts from the card in a 60-foot cone. Creatures in the area take 14d6 sonic damage (with a basic Fortitude save equal to your class DC). Creatures that fail the save are deafened for 1 round (1 minute on a critical failure). The damage increases to 16d6 if you're at least 13th level, to 18d6 if you're at least 15th level, to 20d6 if you're at least 17th level, and to 22d6 if you're at least 19th level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2039"},{"skill_mod":{},"summary":"A visible bolt of blue energy bursts from your head. Attempt to Recall Knowledge about a subject, rolling the check with the most appropriate Lore …","primary_source":"Pathfinder #190: The Choosing","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2040","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":0,"id":"action-2040","text":" Activate Free Action envision; Frequency once per day; Effect A visible bolt of blue energy bursts from your head. Attempt to Recall Knowledge about a subject, rolling the check with the most appropriate Lore skill check. This check always resolves as if you were master in the most appropriate Lore skill to Recall Knowledge on the subject (or if you're at least 15th level, as if you were legendary in that Lore skill). If you're already master (or legendary) in that Lore, the result of your Recall Knowledge check is one degree of success better than it would otherwise be.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2040"},{"skill_mod":{},"summary":"You concentrate on a card from the Deck of Destiny that you have invested , focusing on it as if you were looking through a window rather than at …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Mechanics","School","Tradition"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2041","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","school":"conjuration","name":"Enter the Harrow Court","trait":["Concentrate","Conjuration","Exploration","Manipulate","Occult","Teleportation"],"id":"action-2041","text":" Enter the Harrow Court Source Pathfinder #190: The Choosing pg. 69 --- You concentrate on a card from the Deck of Destiny that you have invested, focusing on it as if you were looking through a window rather than at a piece of artwork. After 1 minute, a stationary portal appears in the air in front of you, its edges resembling the quick riffling of a thick deck of cards. You and any other creatures you designate can pass through this portal to enter the Harrow Court, arriving in a fortress at the center of the demiplane known as the Harrowheart. (As you continue to epitomize more cards within the Harrow Court, you unlock new areas into which you can potentially arrive as well—but in this adventure, that ability won't yet be granted.) Once created, the portal persists for up to 1 minute or until you take an action with the envision trait to close the portal. A character in the Harrow Court can use this activity to open a portal out of the demiplane, but this portal always leads to the same point in the multiverse they were at when they previously entered the Harrow Court (unless certain cards have been epitomized to allow more options).","category":"action","rarity":"common","slug":"action-2041"},{"skill_mod":{},"summary":"The charm grants you control over an aluum you can see within 60 feet, as long as the target aluum is level 13 or less. This has the effect of …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2042","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command, envision","actions_number":4,"id":"action-2042","text":" Activate Two Actions command, envision; Frequency once per day; Effect The charm grants you control over an aluum you can see within 60 feet, as long as the target aluum is level 13 or less. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, its saving throw is one degree higher than what is rolled. You can control only one aluum at a time with this activation, and controlling a new aluum ends the effect for one you had previously affected.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2042"},{"skill_mod":{},"summary":"By peering through the Lens of the Outreaching Eye , for one hour you can treat the Deck of Harrowed Tales as the source of your hearing and …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2043","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"10 minutes (command, envision, Interact)","id":"action-2043","text":" Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect By peering through the Lens of the Outreaching Eye , for one hour you can treat the Deck of Harrowed Tales as the source of your hearing and vision, no matter the deck's location in the multiverse. You can see in all directions from the deck and hear from it as if using your normal visual senses. You can Dismiss the activation.","category":"action","rarity":"common","slug":"action-2043"},{"skill_mod":{},"summary":" The Lens of the Outreaching Eye casts discern location on the Deck of Harrowed Tales .","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2044","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"10 minutes (command, envision, Interact)","id":"action-2044","text":" Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect The Lens of the Outreaching Eye casts discern location on the Deck of Harrowed Tales .","category":"action","rarity":"common","slug":"action-2044"},{"skill_mod":{},"summary":"By touching the witchwyrd beacon and focusing on it for 10 minutes, you attune yourself to it. Up to four creatures can be attuned to a single …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2045","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"10 minutes (command, envision, Interact)","id":"action-2045","text":" Activate 10 minutes (command, envision, Interact); Effect By touching the witchwyrd beacon and focusing on it for 10 minutes, you attune yourself to it. Up to four creatures can be attuned to a single witchwyrd beacon at any one time—to attune another creature, one of the previous four must become unattuned. You can break your attunement to a witchwyrd beacon by Dismissing the effect. The attunement automatically ends if the attuned creature dies or if the attuned creature attunes themselves to a different witchwyrd beacon . The effect can also be dispelled normally. You can sense whenever the witchwyrd beacon you are attuned to is activated in any way.","category":"action","rarity":"common","slug":"action-2045"},{"skill_mod":{},"summary":"You place the witchwyrd beacon on a flat, stable, and immobile surface, then adjust its rings to link it to the site. Once linked, any creature can …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you are attuned to the witchwyrd beacon ","source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2046","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"10 minutes (command, Interact)","id":"action-2046","text":" Activate 10 minutes (command, Interact); Frequency once per day; Requirements you are attuned to the witchwyrd beacon ; Effect You place the witchwyrd beacon on a flat, stable, and immobile surface, then adjust its rings to link it to the site. Once linked, any creature can use a teleportation effect to target the witchwyrd beacon directly, regardless of line of sight. You can dimension door or gate to the beacon as if you could see its location, and if you travel to it via an effect like plane shift , the beacon eliminates the imprecision of the spell. The beacon doesn't change the range of effects, only their accuracy. Once the beacon is used in this manner, it loses its link and must be reactivated again to grant this benefit to attuned creatures.","category":"action","rarity":"common","slug":"action-2046"},{"skill_mod":{},"summary":"You attempt to Grapple , Shove , or Trip the creature you hit with the successful Strike, even if you have no hand free. You gain a +2 status …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your last action was a successful melee Strike","source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2047","frequency":"once per minute","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2047","text":" Activate Two Actions envision, Interact; Frequency once per minute; Requirements Your last action was a successful melee Strike; Effect You attempt to Grapple, Shove, or Trip the creature you hit with the successful Strike, even if you have no hand free. You gain a +2 status bonus to your check. If you Grapple using a weapon, you can Strike with the weapon only if it has the grapple trait and you Strike the grabbed target, or if you cease Grabbing with the weapon. After the effect of the initial Grapple ends, you can't keep a target grabbed with a weapon that lacks the grapple trait. The status bonus increases to +3 if you're at least 17th level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2047"},{"skill_mod":{},"summary":"You wave the card to conjure up dozens of violent ghostly figures; you cast pernicious poltergeist , and the area of the spell is treated as …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2048","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":0,"id":"action-2048","text":" Activate Free Action envision; Frequency once per day; Effect You wave the card to conjure up dozens of violent ghostly figures; you cast pernicious poltergeist , and the area of the spell is treated as difficult terrain in addition to its normal effects. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2048"},{"skill_mod":{},"summary":"You cast whirlwind . You do not treat the squares in the whirlwind as difficult terrain, but all other creatures do. The level of the spell is …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2049","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2049","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You cast whirlwind . You do not treat the squares in the whirlwind as difficult terrain, but all other creatures do. The level of the spell is one-half your level, rounded down (minimum 8th level), and the save DC is your class DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2049"},{"skill_mod":{},"summary":"You release a flash of lights and attempt a Reflex saving throw. If your saving throw is higher than the attack roll for the triggering attack, it …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"trigger":"A creature hits you with a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2050","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2050","text":" Activate Reaction envision; Frequency once per day; Trigger A creature hits you with a melee attack; Effect You release a flash of lights and attempt a Reflex saving throw. If your saving throw is higher than the attack roll for the triggering attack, it misses. If the attack misses, the attacker is dazzled until the end of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2050"},{"skill_mod":{},"summary":"You wave the card in the air to create desert winds that blast sand so scouring it strips flesh from bone. The sand created by this effect vanishes …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2051","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2051","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You wave the card in the air to create desert winds that blast sand so scouring it strips flesh from bone. The sand created by this effect vanishes an instant later, but the effects on those caught in the area linger. Creatures in a 60-foot cone take 7d6 piercing damage and 7d6 fire damage (with a basic Fortitude save equal to your class DC). A creature who fails this save also becomes fatigued and enfeebled for 1 minute, and a creature who critically fails this save becomes enfeebled 2 for 1 minute and fatigued until they get a night's rest (or the fatigue is removed by other means). The damage increases to 8d6 piercing and 8d6 fire if you're at least 15th level, to 9d6 piercing and 9d6 fire if you're at least 17th level, and to 10d6 piercing and 10d6 fire if you're at least 19th level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2051"},{"skill_mod":{},"summary":"You pass the card over an adjacent broken (but not destroyed) object ( magical or otherwise) of up to 4 Bulk, and restore the object to its full …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2052","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2052","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pass the card over an adjacent broken (but not destroyed) object (magical or otherwise) of up to 4 Bulk, and restore the object to its full Hit Point total, removing the broken condition in the process.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2052"},{"skill_mod":{},"summary":"You cast true seeing . The level of the spell is one-half your level, rounded down (minimum 6th level). If you're at least 17th-level, you can …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2053","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2053","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You cast true seeing . The level of the spell is one-half your level, rounded down (minimum 6th level). If you're at least 17th-level, you can affect up to three adjacent willing targets with this spell at the same time as you cast it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2053"},{"skill_mod":{},"summary":"You cast magnificent mansion . The level of the spell is one-half your level, rounded down (minimum 7th level), and the interior of the mansion …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2054","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2054","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You cast magnificent mansion . The level of the spell is one-half your level, rounded down (minimum 7th level), and the interior of the mansion appears to be the inside of a resplendent keep made of stone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2054"},{"skill_mod":{},"summary":"You reflexively flood your mind with emptiness, stripping away any element of identity that the mental effect might be trying to affect. Increase the …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"trigger":"you fail a saving throw against a mental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2055","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2055","text":" Activate Reaction envision; Frequency once per day; Trigger you fail a saving throw against a mental effect; Effect You reflexively flood your mind with emptiness, stripping away any element of identity that the mental effect might be trying to affect. Increase the result of your failed saving throw by one degree of success.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2055"},{"skill_mod":{},"summary":"Choose one adjacent willing creature. By brushing The Marriage against their body, you form a magical bond with that creature that persists until …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2056","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2056","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect Choose one adjacent willing creature. By brushing The Marriage against their body, you form a magical bond with that creature that persists until you activate The Marriage again to form a bond with a different creature. While the bond persists, you and the other creature can communicate via telepathy to a distance of 120 feet. As long as you and the target are on the same plane of existence and are both alive, you each remain aware of the other's state—you know the other's direction from you, distance from you, and any conditions affecting them. If your bonded target becomes blinded, confused, controlled, fascinated, frightened, slowed, or stunned, you can use a reaction to attempt to counter the condition affecting the target, which also ends the bond between you and the target. The modifier on this counter check is equal to your class DC – 10. If you fail to counter the condition, that condition also afflicts you, and the bond with the other still ends.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2056"},{"skill_mod":{},"summary":"You prevent the target from dying or being destroyed and restore to the target 6d8+24 Hit Points. This effect can prevent a death effect or …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"trigger":"A creature you can sense within 60 feet would die or be destroyed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2057","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command","actions_number":1,"id":"action-2057","text":" Activate Reaction command; Frequency once per day; Trigger A creature you can sense within 60 feet would die or be destroyed; Effect You prevent the target from dying or being destroyed and restore to the target 6d8+24 Hit Points. This effect can prevent a death effect or disintegrate from slaying a target. The amount of healing granted increases to 7d8+28 if you're at least 15th level, 8d8+32 if you're at least 17th level, and 9d8+36 if you're at least 19th level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2057"},{"skill_mod":{},"summary":"After spending an hour meditating, you can ask one question of the region's spirits, as if you had just performed a commune with nature ritual. …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2058","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"1 hour (command, envision, Interact)","id":"action-2058","text":" Activate 1 hour (command, envision, Interact); Frequency once per day; Effect After spending an hour meditating, you can ask one question of the region's spirits, as if you had just performed a commune with nature ritual. Attempt a DC 30 Nature check to determine the result.","category":"action","rarity":"common","slug":"action-2058"},{"skill_mod":{},"summary":"You flick a corner of the card, as if casting aside a tiny pest or fleck of filth from its surface; you cast Abyssal plague . If you are at least …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2059","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2059","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You flick a corner of the card, as if casting aside a tiny pest or fleck of filth from its surface; you cast Abyssal plague . If you are at least 15th-level, you can instead choose to cast spiritual epidemic . Regardless of which spell you cast, the level of the spell is half your level, rounded down (minimum 6th level), and the save DC is equal to your class DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2059"},{"skill_mod":{},"summary":"You somehow manage to survive what could have been a fatal blow. Instead of being reduced to 0 Hit Points, you drop to 1 Hit Point instead and …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"trigger":"you are reduced to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2060","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":0,"id":"action-2060","text":" Activate Free Action envision; Frequency once per day; Trigger you are reduced to 0 Hit Points; Effect You somehow manage to survive what could have been a fatal blow. Instead of being reduced to 0 Hit Points, you drop to 1 Hit Point instead and immediately restore an additional 4d8+16 Hit Points. The amount of Hit Point restored increases to 5d8+20 if you are at least 15th level, 6d8+24 if you're at least 17th level, and 7d8+28 if you're at least 19th level.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2060"},{"skill_mod":{},"summary":"You raise the card up above your head and invoke the thorns and briars of the tangled parts of the world; you cast wall of thorns . The level of …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2061","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2061","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You raise the card up above your head and invoke the thorns and briars of the tangled parts of the world; you cast wall of thorns . The level of the spell is half your level, rounded down (minimum 6th level). The brambles within this particular wall of thorns are treated as greater difficult terrain.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2061"},{"skill_mod":{},"summary":"You hold the card up to your lips and exhale onto it; you cast dragon form . The level of the spell is half your level, rounded down (minimum 6th …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2062","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2062","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You hold the card up to your lips and exhale onto it; you cast dragon form . The level of the spell is half your level, rounded down (minimum 6th level).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2062"},{"skill_mod":{},"summary":"The card calls forth a mob of shadowy figures who batter and hinder your enemies. Target a 20-foot burst at any point on solid ground with 120 feet, …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2063","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command, envision","actions_number":4,"id":"action-2063","text":" Activate Two Actions command, envision; Frequency once per day; Effect The card calls forth a mob of shadowy figures who batter and hinder your enemies. Target a 20-foot burst at any point on solid ground with 120 feet, and the mob of figures rises up from the ground, persisting for 1 minute. Make an unarmed Strike against the Fortitude DC of any number of creatures in this burst (you can choose to not attack some creatures in the area if you wish). Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the figures attempt to Grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The mob's Escape DC is equal to your class DC. A creature can attack a figure in an attempt to release its grip. It's AC is equal to your class DC, and it's destroyed if it takes 12 or more damage. Even if destroyed, additional figures continue to rise up in the area until the effect's duration ends. You can Dismiss this effect. If you are at least 15th level, you can use a two-action activity, which has the concentrate trait, to move the burst up to 30 feet, which causes any currently grabbed creatures to be released and left behind. If part of the burst appears or moves into an area that can't support it on the ground, that portion of the burst disappears until it is supported.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2063"},{"skill_mod":{},"summary":"You cause two 30-foot lines of hot wax to extend out of the card as you present it. The two lines must both start at you and extend in different …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2064","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2064","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You cause two 30-foot lines of hot wax to extend out of the card as you present it. The two lines must both start at you and extend in different directions. If you are at least 15th level, you can create a third line, and if you're at least 19th level you can create a fourth line. All creatures in the area must attempt a Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature takes 2d6 persistent fire damage and 2d6 persistent mental damage. An affected creature or adjacent ally can reduce both of these values by 1d6 by spending an Interact action to scrape off the goo. Until the damage is reduced to 1d6 per type, the affected creature is also confused (this is an emotion and mental effect). Failure As success, but 4d6 persistent fire damage and 4d6 persistent mental damage. Critical Failure As success, but 6d6 persistent fire damage and 6d6 persistent mental damage, and the creature's speed is slowed 1 until the damage is reduced to 1d6 per type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2064"},{"skill_mod":{},"summary":"If on a plane other than the Harrowed Realm, the deck creates a gate to the Harrowed Realm.","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2065","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2065","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect If on a plane other than the Harrowed Realm, the deck creates a gate to the Harrowed Realm.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2065"},{"skill_mod":{},"summary":"You touch the scepter to a body of water containing 20 gallons or less, which is instantly reduced to dust; larger bodies of water are unaffected. …","primary_source":"The Enmity Cycle","primary_source_category":"Adventures","source_category":["Adventures"],"source":["The Enmity Cycle"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2066","frequency":"twice per day","weakness":{},"source_group":["The Enmity Cycle"],"primary_source_group":"The Enmity Cycle","name":"Interact","actions_number":2,"id":"action-2066","text":" Activate Single Action Interact; Frequency twice per day; Effect You touch the scepter to a body of water containing 20 gallons or less, which is instantly reduced to dust; larger bodies of water are unaffected. Alternatively, you can touch a creature whose body contains water with the scepter; the target takes 4d6 fire damage and must attempt a DC 19 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is slowed 1. Critical Failure As failure, but the target is slowed 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2066"},{"skill_mod":{},"summary":"the screamsword does what it does best and lets out an ear-shattering shriek. Each creature in a 30-foot cone takes 6d6 sonic damage (DC 25 basic …","primary_source":"Wake the Dead #1","primary_source_category":"Comics","source_category":["Comics"],"source":["Wake the Dead #1"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2067","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-2067","text":" Activate Two Actions Interact; Frequency once per day; Effect the screamsword does what it does best and lets out an ear-shattering shriek. Each creature in a 30-foot cone takes 6d6 sonic damage (DC 25 basic Fortitude save). Any creature who fails is deafened for 1 round, or 1 hour on a critical failure","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2067"},{"skill_mod":{},"summary":"You cast a 3rd-level fear spell (DC 38).","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2068","frequency":"once per hour","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command, envision","actions_number":4,"id":"action-2068","text":" Activate Two Actions command, envision; Frequency once per hour; Effect You cast a 3rd-level fear spell (DC 38).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2068"},{"skill_mod":{},"summary":"You become emboldened by your enemy's fear. You gain a +1 circumstance bonus to checks against the triggering creature for 1 round. You also gain 15 …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"An enemy within 60 feet becomes frightened ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2069","frequency":"once per hour","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2069","text":" Activate Reaction envision; Frequency once per hour; Trigger An enemy within 60 feet becomes frightened; Effect You become emboldened by your enemy's fear. You gain a +1 circumstance bonus to checks against the triggering creature for 1 round. You also gain 15 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2069"},{"skill_mod":{},"summary":"You reach for a foe and attempt to topple them with a powerful flip. Attempt an Athletics check to Trip a creature within reach. On a success, the …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2070","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"Interact","actions_number":4,"id":"action-2070","text":" Activate Two Actions Interact; Frequency once per day; Effect You reach for a foe and attempt to topple them with a powerful flip. Attempt an Athletics check to Trip a creature within reach. On a success, the creature is knocked prone and takes 10d6 bludgeoning damage (double on a critical hit). If you knock the creature prone, it must also attempt a DC 35 Reflex save. On a failure, it drops any items it's holding.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2070"},{"skill_mod":{},"summary":"You reach out to the creature with a lifeline. The triggering creature receives the effects of breath of life , except they recover 7d8 Hit Points.","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"A living creature within 60 feet would die","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2071","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2071","text":" Activate Reaction envision; Frequency once per day; Trigger A living creature within 60 feet would die; Effect You reach out to the creature with a lifeline. The triggering creature receives the effects of breath of life , except they recover 7d8 Hit Points.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2071"},{"skill_mod":{},"summary":"You call out to your ally and offer a reassurance. The triggering ally rerolls the failed check and takes the higher result. This is a fortune …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"An ally within 60 feet fails a non- secret check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2072","frequency":"once per hour","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command","actions_number":1,"id":"action-2072","text":" Activate Reaction command; Frequency once per hour; Trigger An ally within 60 feet fails a non-secret check; Effect You call out to your ally and offer a reassurance. The triggering ally rerolls the failed check and takes the higher result. This is a fortune effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2072"},{"skill_mod":{},"summary":"You brush your hand against the cloak and your fingers transform into picks, tension wrenches, skeleton keys, and any other tools, providing you with …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2073","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"Interact","actions_number":2,"id":"action-2073","text":" Activate Single Action Interact; Effect You brush your hand against the cloak and your fingers transform into picks, tension wrenches, skeleton keys, and any other tools, providing you with a full set of thieves' tools. This transformation doesn't otherwise hamper the normal use of your fingers or hands. These tools never break when you critically fail your check to Pick a Lock. You can Activate the cloak again to revert your fingers to normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2073"},{"skill_mod":{},"summary":"You place your hand against a wall, floor, or ceiling. You create a magical doorway within the surface that a creature can move through, as if the …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2074","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2074","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You place your hand against a wall, floor, or ceiling. You create a magical doorway within the surface that a creature can move through, as if the door had always been there. The doorway can penetrate up to 10 feet of material; particularly thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. You can use an Interact action on the door to remove it from the surface and return it to its previous shape.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2074"},{"skill_mod":{},"summary":"You focus on a creature you can see and attempt to gain an instinctual understanding of the creature. You attempt a check to Recall Knowledge about …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2075","frequency":"once per minute","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":2,"id":"action-2075","text":" Activate Single Action envision; Frequency once per minute; Effect You focus on a creature you can see and attempt to gain an instinctual understanding of the creature. You attempt a check to Recall Knowledge about the creature, rolling twice and taking the higher result. If you roll a critical failure on this check, you get a failure instead. Regardless of the result, you gain a +1 circumstance bonus to attack rolls against the creature and to your AC and saving throws against attacks and effects from the creature for 1 minute. This bonus increases to +2 if you critically succeeded your check to Recall Knowledge.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2075"},{"skill_mod":{},"summary":"You become keenly aware of your surroundings and become able to anticipate dangers. You gain the effects of foresight .","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2076","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command, envision","actions_number":4,"id":"action-2076","text":" Activate Two Actions command, envision; Frequency once per day; Effect You become keenly aware of your surroundings and become able to anticipate dangers. You gain the effects of foresight .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2076"},{"skill_mod":{},"summary":"The shield on your scapular glows with light, helping reduce the effectiveness of the attack. You take normal damage from the triggering attack as if …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"You're critically hit with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2077","frequency":"once per minute","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2077","text":" Activate Reaction envision; Frequency once per minute; Trigger You're critically hit with an attack; Effect The shield on your scapular glows with light, helping reduce the effectiveness of the attack. You take normal damage from the triggering attack as if the attack were a normal hit instead. Other effects that trigger with critical hits such as the deadly weapon trait, additional conditions, and so on still occur.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2077"},{"skill_mod":{},"summary":"The shield on your scapular animates and intercedes on the attack. You gain 20 resistance to all damage against the triggering damage.","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"You would take damage from an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2078","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2078","text":" Activate Reaction envision; Frequency once per day; Trigger You would take damage from an attack; Effect The shield on your scapular animates and intercedes on the attack. You gain 20 resistance to all damage against the triggering damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2078"},{"skill_mod":{},"summary":"When you perform your daily preparations, you can share the Deck of Destiny with your companions, allowing them to invest a hand of up to 5 cards …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2079","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision (daily preparations)","id":"action-2079","text":" Activate envision (daily preparations); Effect When you perform your daily preparations, you can share the Deck of Destiny with your companions, allowing them to invest a hand of up to 5 cards each as if they carried the cards. When one of your companions activates one of their invested cards, an illusory image of the card appears in their hand, but the card's effects are otherwise unaltered. This lasts until the next time you perform your daily preparations.","category":"action","rarity":"common","slug":"action-2079"},{"skill_mod":{},"summary":"You quickly draw a card to alter the triggering creature's fate. Choose either weal or woe. With weal (a fortune effect), the triggering creature …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"A creature you can see within 60 feet is about to attempt a check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2080","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":1,"id":"action-2080","text":" Activate Reaction envision; Trigger A creature you can see within 60 feet is about to attempt a check; Effect You quickly draw a card to alter the triggering creature's fate. Choose either weal or woe. With weal (a fortune effect), the triggering creature rolls twice and takes the better result on their check. With woe (a misfortune effect), the triggering creature is forced to roll twice and take the worse result. If the card you drew is related to the check, such as drawing a card from the suit of shields for a Fortitude saving throw or a card from the suit of crowns for a Deception check, the creature is affected further. When choosing weal, the creature gains a +4 circumstance bonus to the triggering check. When faced with woe, the triggering creature takes a –4 circumstance penalty to the triggering check. Regardless of whether they faced weal or woe, the triggering creature becomes temporarily immune to this ability for 24 hours.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2080"},{"skill_mod":{},"summary":"You call upon the deck in an attempt to put an end to a creature's life by visiting upon them a particularly grisly fate. Choose a creature within 60 …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2081","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":6,"id":"action-2081","text":" Activate Three Actions envision, Interact; Effect You call upon the deck in an attempt to put an end to a creature's life by visiting upon them a particularly grisly fate. Choose a creature within 60 feet. The deck casts phantasmal killer (DC 50, heightened to 10th level) on that creature. This effect doesn't have the emotion, fear, illusion, or mental traits, as it actually alters reality to rewrite a creature's doom. Regardless of the results, the creature becomes temporarily immune to this effect for 1 week.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2081"},{"skill_mod":{},"summary":"You attempt to undo a creature's untimely death and return them to life. The deck performs a 10th-level resurrect ritual. This ritual doesn't have …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2082","frequency":"once per year","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"1 hour (envision, Interact)","id":"action-2082","text":" Activate 1 hour (envision, Interact); Frequency once per year; Effect You attempt to undo a creature's untimely death and return them to life. The deck performs a 10th-level resurrect ritual. This ritual doesn't have any cost and doesn't require any secondary casters. Instead, you are the primary caster and must attempt a DC 50 Occultism check to complete the ritual as you perform a harrowing, perform that same harrowing in reverse in an attempt to pull back the threads of fate, and perform one final harrowing to “rewrite” the target's destiny.","category":"action","rarity":"common","slug":"action-2082"},{"skill_mod":{},"summary":"You wave the card in the air and hurl staggering volumes of ice, snow, and rocks out into the world. This magical avalanche buries your foes. Choose …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2083","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":0,"id":"action-2083","text":" Activate Free Action envision, Interact; Frequency once per day; Effect You wave the card in the air and hurl staggering volumes of ice, snow, and rocks out into the world. This magical avalanche buries your foes. Choose up to 4 creatures within 60 feet, each of whom must attempt a Reflex save against your class DC. Regardless of their saving throw, the creature's space becomes greater difficult terrain from the mounds of ice, snow, and rubble. Critical Success The creature is unaffected. Success The creature takes 5d8 bludgeoning damage and is pushed into an adjacent space of its choice. Failure The creature takes 10d8 bludgeoning damage, is knocked prone, and is restrained. Critical Failure The creature takes 20d8 bludgeoning damage, is knocked prone, and is immobilized.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2083"},{"skill_mod":{},"summary":"You turn the tables on your foes, bringing one of them into your ranks and compelling them to attack their allies. You cast dominate on a …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2084","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":0,"id":"action-2084","text":" Activate Free Action envision; Frequency once per day; Effect You turn the tables on your foes, bringing one of them into your ranks and compelling them to attack their allies. You cast dominate on a creature, but can only issue commands to attack or otherwise harm, betray, or inconvenience its allies. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2084"},{"skill_mod":{},"summary":"You pass the card over your face and become exactly who you need to be; you cast illusory disguise . The level of the spell is one-half your …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2085","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2085","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pass the card over your face and become exactly who you need to be; you cast illusory disguise . The level of the spell is one-half your level, rounded down (minimum 6th level). You can change your appearance again at any time during the duration by using a three-action activity, which has the concentrate trait. While under these effects, your Deception checks to Impersonate are one degree of success greater when you use them against a creature that is a lower level than yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2085"},{"skill_mod":{},"summary":"Your feet begin to glow and shimmer as if they were vibrating. Stride up to three times your Speed. You can Burrow , Climb , Fly , or Swim …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2086","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":0,"id":"action-2086","text":" Activate Free Action envision, Interact; Frequency once per day; Effect Your feet begin to glow and shimmer as if they were vibrating. Stride up to three times your Speed. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. This movement doesn't trigger reactions and you can move through creatures' spaces as if they weren't there during this movement.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2086"},{"skill_mod":{},"summary":"You hold the card in your hand, and with a flick of the wrist it vanishes, only to be replaced by an object of your choice within 30 feet. The object …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2087","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact (teleportation)","actions_number":0,"id":"action-2087","text":" Activate Free Action envision, Interact (teleportation) Frequency once per day; Effect You hold the card in your hand, and with a flick of the wrist it vanishes, only to be replaced by an object of your choice within 30 feet. The object must be 2 Bulk or less. If that object is unattended, it teleports into your hand automatically. If the object is attended by a creature, you must make a Thievery check against the creature's Reflex DC. Critical Success The object teleports into your hand. Success The object vanishes from the target's possession and lands on the ground at a point at a midway point between you two. Failure The object does not vanish, but the creature's grip on it falters and if it doesn't spend an Interact action on its next turn to grip the item, it drops to the ground. Critical Failure You fail to manipulate the object entirely.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2087"},{"skill_mod":{},"summary":"Your body begins to move with anticipation, creating a trail of afterimages for a moment. You can roll initiative with a Performance check. …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"You are about to roll initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2088","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":0,"id":"action-2088","text":" Activate Free Action envision; Frequency once per day; Trigger You are about to roll initiative; Effect Your body begins to move with anticipation, creating a trail of afterimages for a moment. You can roll initiative with a Performance check. Regardless of what skill you use to roll for initiative, roll the check three times and take the result of your choice. This is a fortune effect.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2088"},{"skill_mod":{},"summary":"You produce an aura of doubt that overwhelms all foes in a 30-foot emanation and reduces bright light in that area to dim light , as if the region …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"A foe that you're aware of and who is within 60 feet achieves a critical success on a saving throw or a Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2089","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision (mental)","actions_number":1,"id":"action-2089","text":" Activate Reaction envision (mental) Frequency once per day; Trigger A foe that you're aware of and who is within 60 feet achieves a critical success on a saving throw or a Strike; Effect You produce an aura of doubt that overwhelms all foes in a 30-foot emanation and reduces bright light in that area to dim light, as if the region were under an eclipse. The triggering creature's critical success is reduced to a regular success. All further saving throws or Strikes attempted by enemies within the emanation suffer a –2 item penalty; saving throws or Strikes attempted by the triggering enemy suffer a –3 penalty instead. You can sustain this aura of doubt for up to 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2089"},{"skill_mod":{},"summary":"You display The Fool to your foes in a clumsy, awkward, and embarrassing way. Choose up to four creatures within 60 feet. These four creatures must …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2090","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact (mental)","actions_number":4,"id":"action-2090","text":" Activate Two Actions envision, Interact (mental) Frequency once per day; Effect You display The Fool to your foes in a clumsy, awkward, and embarrassing way. Choose up to four creatures within 60 feet. These four creatures must attempt a Will save against your class DC. Critical Success The creature is unaffected. Success The creature is distracted by your antics and is stupefied 1 until the start of your next turn. Failure The creature is stupefied 2. Critical Failure The creature is stupefied 3. In addition, for 1 minute, the creature is confused.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2090"},{"skill_mod":{},"summary":"You swipe the card over the head of an adjacent creature to delve into their thoughts. You cast mind probe , but as a two-action spell rather than …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2091","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact (linguistic, mental)","actions_number":4,"id":"action-2091","text":" Activate Two Actions envision, Interact (linguistic, mental) Frequency once per day; Effect You swipe the card over the head of an adjacent creature to delve into their thoughts. You cast mind probe , but as a two-action spell rather than one that takes 1 minute to cast. The level of the spell is one-half your level, rounded down (minimum 5th level), and the save DC is your class DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2091"},{"skill_mod":{},"summary":"You perform a quick but amusing card trick with The Joke meant to distract others. You cast hideous laughter on up to 10 creatures in range of …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2092","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2092","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You perform a quick but amusing card trick with The Joke meant to distract others. You cast hideous laughter on up to 10 creatures in range of the spell. The level of the spell is one-half your level rounded down (minimum 6th level), and the save DC is your class DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2092"},{"skill_mod":{},"summary":"You freeze your appearance as it exists in this very moment by tapping The Peacock to your lips. You cast stoneskin on yourself, but with a …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2093","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2093","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You freeze your appearance as it exists in this very moment by tapping The Peacock to your lips. You cast stoneskin on yourself, but with a duration of 30 minutes instead of 20 minutes. The level of the spell is one-half your level rounded down (minimum 6th level).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2093"},{"skill_mod":{},"summary":"You call upon a loyal subject to aid you by holding The Queen Mother out and asking her to send help. You cast summon animal or summon …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2094","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"command, envision, Interact","actions_number":6,"id":"action-2094","text":" Activate Three Actions command, envision, Interact; Frequency once per day; Effect You call upon a loyal subject to aid you by holding The Queen Mother out and asking her to send help. You cast summon animal or summon construct , but with a range of 90 feet. The level of the spell is one-half your level rounded down.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2094"},{"skill_mod":{},"summary":"You push through your largest hindrance. Select one of the following conditions currently affecting you: blinded , clumsy , confused , controlled …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"trigger":"you are affected by an ongoing condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2095","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision","actions_number":0,"id":"action-2095","text":" Activate Free Action envision; Frequency once per day; Trigger you are affected by an ongoing condition; Effect You push through your largest hindrance. Select one of the following conditions currently affecting you: blinded, clumsy, confused, controlled, dazzled, deafened, doomed, drained, dying, enfeebled, fascinated, fatigued, frightened, grappled, immobilized, paralyzed, persistent damage, petrified, restrained, sickened, slowed, stunned, stupefied, unconscious, or wounded. If the source of the condition is more than 4 levels lower than your current level, The Teamster automatically counters the condition. Otherwise, The Teamster attempts to counter the condition, with a counteract modifier of +31.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2095"},{"skill_mod":{},"summary":" The Trader allows you to make an exchange with yourself. Press the card to your brow, and then select two skills. Your proficiency rank with those …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2096","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2096","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect The Trader allows you to make an exchange with yourself. Press the card to your brow, and then select two skills. Your proficiency rank with those two skills swaps for 1 hour. For example, if you were a master in Athletics and untrained in Crafting, you would become untrained in Athletics and a master in Crafting. If making this swap would break prerequisites to feats, you lose access to those feats until your skill proficiencies change back in an hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2096"},{"skill_mod":{},"summary":"You twirl The Twin between your fingers and create a shadowy duplicate of yourself that mirrors your actions. The duplicate appears adjacent to you …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2097","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":6,"id":"action-2097","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect You twirl The Twin between your fingers and create a shadowy duplicate of yourself that mirrors your actions. The duplicate appears adjacent to you and has the same statistics as you do when you activate the card. You can sustain this effect for up to one minute. When you sustain the effect, your twin gains 2 actions. It always acts immediately after your turn, and must use identical actions to the ones you used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the twin is unable to mimic an action, it attempts the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day (including casting any spell other than a cantrip). The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and the effect immediately ends, and you take 10d6 mental damage (DC 38 basic Will save).","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2097"},{"skill_mod":{},"summary":"You pass The Unicorn across an adjacent closed container and then open the container. Inside, you'll find a Common consumable alchemical or magic …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2098","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2098","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pass The Unicorn across an adjacent closed container and then open the container. Inside, you'll find a Common consumable alchemical or magic item you need to solve a problem or deal with a situation close at hand. For example, if you're badly wounded, you might find a greater healing potion . If you've been poisoned, you could discover a panacea . If you're faced with a written clue in a language you don't understand, the container might hold a comprehension elixir. The GM always decides what consumable item is discovered, and it must be equal to or lower than your level. If the consumable isn't used within 1 minute of being discovered, the item vanishes. If there's no appropriate item to solve your situation, the GM can rule that no object is found; in this case, the daily use of The Unicorn is not expended.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2098"},{"skill_mod":{},"summary":"You do a quick bit of legerdemain with The Wanderer . As the card appears to disappear from your hand, it's immediately replaced by an object of …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2099","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2099","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You do a quick bit of legerdemain with The Wanderer . As the card appears to disappear from your hand, it's immediately replaced by an object of Light bulk in your hand. The object can be any Common permanent magic item, weapon, or piece of gear of a level no higher than your level –2. The item exists for 1 minute, or until it is no longer attended by you, at which point the item vanishes and The Wanderer reappears in your possession.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2099"},{"skill_mod":{},"summary":"You swipe The Winged Serpent across your eyes to gain insight on when to strike. You cast foresight on yourself, but the duration is only 10 …","primary_source":"Pathfinder #192: Worst of All Possible Worlds","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2100","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"envision, Interact","actions_number":4,"id":"action-2100","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You swipe The Winged Serpent across your eyes to gain insight on when to strike. You cast foresight on yourself, but the duration is only 10 minutes. If you're at least 17th level, the duration extends to 1 hour and you can cast foresight on another creature by touch. The level of this spell is one-half your level rounded down (minimum 9th).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2100"},{"skill_mod":{},"summary":"Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2101","weakness":{},"name":"Weighted Kick","actions_number":4,"id":"action-2101","text":" Weighted Kick Two Actions Source Highhelm pg. 109 --- Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, the augdunar automatically Shoves the target back 5 feet (10 feet on a critical success).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2101"},{"skill_mod":{},"summary":"Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2102","weakness":{},"name":"Tail Swipe","actions_number":4,"id":"action-2102","text":" Tail Swipe Two Actions Source Highhelm pg. 109 --- Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2102"},{"skill_mod":{},"summary":"The goat automatically pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The animal companion's last action was a successful headbutt Strike.","source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2103","weakness":{},"name":"Knock Aside","actions_number":2,"id":"action-2103","text":" Knock Aside Single Action Source Highhelm pg. 109 Requirements The animal companion's last action was a successful headbutt Strike. --- The goat automatically pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit","category":"action","actions":"Single Action","rarity":"common","slug":"action-2103"},{"skill_mod":{},"summary":"You strike the relic against a piece of flint and summon a fire wisp to assist you, which appears in an unoccupied square next to you. The fire …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2104","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-2104","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You strike the relic against a piece of flint and summon a fire wisp to assist you, which appears in an unoccupied square next to you. The fire wisp doesn't act in combat, but it can assist you while you Craft items. You gain a +1 bonus to Crafting checks involving blacksmithing and general metalworking, increasing to +2 at 9th level and +3 at 17th level. Once per day, when you roll a critical failure on a Crafting check related to blacksmithing, you get a failure instead. The wisp replaces the need for a forge while blacksmithing, but you still require other equipment and tools. The wisp remains for up to 10 minutes or until you Dismiss it. You can extend this duration by an additional 10 minutes if you feed the wisp one light Bulk worth of charcoal or firewood, or one pint of oil.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2104"},{"skill_mod":{},"summary":"You strike the relic against a non-magical metal object of 4 Bulk or less, repairing it. The object's edges glow white hot, and you restore 5 Hit …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2105","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-2105","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You strike the relic against a non-magical metal object of 4 Bulk or less, repairing it. The object's edges glow white hot, and you restore 5 Hit Points to the object per level of the relic. If this repairs the item above its Broken Threshold, it is no longer broken. This ability cannot replace lost pieces or restore something that's been completely destroyed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2105"},{"skill_mod":{},"summary":"You strike the relic against a shield or armor made of metal, and steam pours from it like it's just been quenched. The target item hardens for 10 …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2106","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-2106","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You strike the relic against a shield or armor made of metal, and steam pours from it like it's just been quenched. The target item hardens for 10 minutes, increasing its item bonus to AC by 1 if it's armor or its Hardness by 5 if it's a shield.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2106"},{"skill_mod":{},"summary":"You strike your relic against a weapon, armor, or shield made of metal. The item becomes red hot and, over the next 10 minutes, transforms into a …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2108","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":6,"id":"action-2108","text":" Activate Three Actions command, Interact; Frequency once per day; Effect You strike your relic against a weapon, armor, or shield made of metal. The item becomes red hot and, over the next 10 minutes, transforms into a different base item from the same category. This changes the item's base form while retaining its same materials, runes, and magical properties. Both base items must have an item level of 1 or less, and weapons must require the same number of hands. Specific items can't be changed in this way unless the GM expressly allows it. For example, a +2 cold iron mace can become a +2 cold iron longsword , or chain mail can become half plate, but a moonlit chain can't be affected in this way.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2108"},{"skill_mod":{},"summary":"The relic is absorbed into your body, and you transform into an elemental being of red-hot steel. You gain the effects of 7th-level elemental form …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2109","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-2109","text":" Activate Two Actions command, Interact; Frequency once per day; Effect The relic is absorbed into your body, and you transform into an elemental being of red-hot steel. You gain the effects of 7th-level elemental form and use the statistics for the forge battle form below. In this form, you can re-shape your limbs into different objects, such as a blade or hammer, by using an Interact action. Changing your limbs in this way allows you to choose between bludgeoning, physical, or slashing damage. Forge Speed 30 feet; fire resistance 10, weakness 5 to cold and water; Melee Single Action forgestrike, Damage 1d10 modular; 1d4 persistent fire. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2109"},{"skill_mod":{},"summary":"You unleash a blast of draining flame, dealing 5d6 fire damage and 5d6 negative damage to all creatures in a 60 foot cone (DC 34 basic Reflex …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2110","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2110","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You unleash a blast of draining flame, dealing 5d6 fire damage and 5d6 negative damage to all creatures in a 60 foot cone (DC 34 basic Reflex save). Creatures who fail their saving throw are knocked back 5 feet. Creatures who critically fail are knocked back 10 feet and fall prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2110"},{"skill_mod":{},"summary":"You cast the stored spell as if you were activating the scroll.","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The last object burned was a scroll containing an appropriate spell","source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2111","frequency":"once per day","weakness":{},"name":"envision, Cast a Spell","actions_number":2,"id":"action-2111","text":" Activate Single Action to Three Actions envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll.","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-2111"},{"skill_mod":{},"summary":"You fire a bolt of negative energy, dealing 2d8 negative damage to all creatures in a 60 foot line (DC 24 basic Reflex saving throw). Creatures who …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2112","frequency":"once per hour","weakness":{},"name":"envision, INteract","actions_number":4,"id":"action-2112","text":" Activate Two Actions envision, INteract; Frequency once per hour; Effect You fire a bolt of negative energy, dealing 2d8 negative damage to all creatures in a 60 foot line (DC 24 basic Reflex saving throw). Creatures who critically fail their saving throw also take 1 persistent negative damage for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2112"},{"skill_mod":{},"summary":"You fire a blast of magically disruptive energy at an unattended magical object. You cast 5th-level dispel magic with a counteract bonus of +21 …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The scarlet queen is in its firearm form","source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2113","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2113","text":" Activate Two Actions envision, Interact; Frequency once per day; Requirements The scarlet queen is in its firearm form; Effect You fire a blast of magically disruptive energy at an unattended magical object. You cast 5th-level dispel magic with a counteract bonus of +21 against the object.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2113"},{"skill_mod":{},"summary":"You use your foe's pain to reinvigorate you. You gain temporary Hit Points equal to the value of the triggering bleed damage, up to a maximum of 10 …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"trigger":"You cause a creature within reach to take bleed damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2114","frequency":"once per minute","weakness":{},"name":"envision","actions_number":1,"id":"action-2114","text":" Activate Reaction envision; Frequency once per minute; Trigger You cause a creature within reach to take bleed damage; Effect You use your foe's pain to reinvigorate you. You gain temporary Hit Points equal to the value of the triggering bleed damage, up to a maximum of 10 temporary HP. These temporary Hit Points remain for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2114"},{"skill_mod":{},"summary":"You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2115","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2115","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2115"},{"skill_mod":{},"summary":"You focus on the rest of the coin, imagining its complete form in your hand. The rest of the coin teleports into your hand, reforming the complete …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are holding the coin fragment","source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2116","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-2116","text":" Activate Three Actions envision, Interact; Frequency once per day; Requirements You are holding the coin fragment; Effect You focus on the rest of the coin, imagining its complete form in your hand. The rest of the coin teleports into your hand, reforming the complete coin. If it was near any other coins, it also teleports up to 3d10 coins with it into your hand. The coin can only teleport up to 15 miles; if you are farther when recalling the coin, it teleports the maximum distance toward you and lands in an open space.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2116"},{"skill_mod":{},"summary":"You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2117","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-2117","text":" Activate Single Action command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2117"},{"skill_mod":{},"summary":"You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2118","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-2118","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2118"},{"skill_mod":{},"summary":"The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2119","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-2119","text":" Activate Two Actions Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2119"},{"skill_mod":{},"summary":"The plating on your armor explodes off of your body, expands, and reshapes, transforming into a stone structure with the effects of wall of stone …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2120","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-2120","text":" Activate Three Actions envision, Interact; Frequency once per day; Effect The plating on your armor explodes off of your body, expands, and reshapes, transforming into a stone structure with the effects of wall of stone . While the armor is transformed in this way, you don't gain the benefits of wearing the armor. The armor remains transformed for up to 10 minutes or until you Dismiss the effect, at which point the wall of stone disappears and the armor returns to you, donning itself immediately.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2120"},{"skill_mod":{},"summary":"The shield's blades grow and dig themselves into your foe. The creature becomes grabbed as it becomes impaled on the shield spikes. While you have …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"trigger":"You critically hit with the shield's integrated blades","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2121","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-2121","text":" Activate Reaction envision; Frequency once per day; Trigger You critically hit with the shield's integrated blades; Effect The shield's blades grow and dig themselves into your foe. The creature becomes grabbed as it becomes impaled on the shield spikes. While you have a creature grabbed in this way, you can't Raise the Shield, but the creature takes persistent bleed damage every round equal to the number of damage dice. This persistent bleed can't end as long as the creature is impaled on the shield. You can Release the shield to leave it embedded in the creature. This ends the grab but doesn't end the persistent bleed damage. The creature can remove the shield and end the grab by attempting a check to Escape. This normally uses your Athletics DC to Escape, but if you're no longer holding the shield, the Escape DC is 25.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2121"},{"skill_mod":{},"summary":"You unfold the parrying hooks extending from the blade to form a bipod, which has the same benefits as a typical tripod . This negates the –2 …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2122","weakness":{},"name":"Interact","actions_number":2,"id":"action-2122","text":" Activate Single Action Interact; Effect You unfold the parrying hooks extending from the blade to form a bipod, which has the same benefits as a typical tripod. This negates the –2 penalty from kickback but must be reversed by a subsequent Interact action before the weapon can be repositioned or wielded in melee.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2122"},{"skill_mod":{},"summary":"The coating on the blade seeps into the engravings and is collected in the barrel. On your next ranged Strike, the weapon fires a glowing white …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The blade of fallen stars was exposed to starlight for at least one hour since the last time this ability was used","source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2123","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-2123","text":" Activate Two Actions command, Interact; Requirements The blade of fallen stars was exposed to starlight for at least one hour since the last time this ability was used; Effect The coating on the blade seeps into the engravings and is collected in the barrel. On your next ranged Strike, the weapon fires a glowing white projectile with a blazing blue tail that explodes on impact. In addition to the normal Strike damage, the projectile also deals 6d8 cold damage and creates a faerie fire effect in a 5-foot emanation centered on the target.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2123"},{"skill_mod":{},"summary":"You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action …","primary_source":"Rage of Elements","trait_group":["Mechanics","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your kinetic gate isn't active.","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2124","weakness":{},"name":"Channel Elements","trait":["Aura","Kineticist","Primal"],"actions_number":2,"id":"action-2124","text":" Channel Elements Single Action Source Rage of Elements pg. 15 Requirements Your kinetic gate isn't active. --- You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2124"},{"skill_mod":{},"summary":"With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type …","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2125","weakness":{},"name":"Elemental Blast","trait":["Attack","Impulse","Kineticist","Primal"],"actions_number":2,"id":"action-2125","text":" Elemental Blast Single Action or Two Actions Source Rage of Elements pg. 16 --- With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. Air 1d6 electricity or slashing, 60 feet Earth 1d8 bludgeoning or piercing, 30 feet Fire 1d6 fire, 60 feet Metal 1d8 piercing or slashing, 30 feet Water 1d8 bludgeoning or cold, 30 feet Wood 1d8 bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage.","category":"action","actions":"Single Action or Two Actions","rarity":"common","slug":"action-2125"},{"skill_mod":{},"summary":"It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This …","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2126","weakness":{},"name":"Base Kinesis","trait":["Impulse","Kineticist","Primal"],"actions_number":4,"id":"action-2126","text":" Base Kinesis Two Actions Source Rage of Elements pg. 16 --- It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2126"},{"skill_mod":{},"summary":"You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait …","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2127","weakness":{},"name":"Extract Element","trait":["Impulse","Kineticist","Primal"],"actions_number":2,"id":"action-2127","text":" Extract Element Single Action Source Rage of Elements pg. 17 --- You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. Failure As success, but the creature takes full damage. Critical Failure As failure, but the creature takes double damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2127"},{"skill_mod":{},"summary":"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2128","frequency":"once per 10 minutes","weakness":{},"name":"Elemental Burst","actions_number":4,"id":"action-2128","text":" Elemental Burst Two Actions Source Rage of Elements pg. 39 Frequency once per 10 minutes --- Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take 6d6 damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either fire damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2128"},{"skill_mod":{},"summary":"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon Strides. During …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2129","weakness":{},"name":"Elemental Maelstrom","actions_number":6,"id":"action-2129","text":" Elemental Maelstrom Three Actions Source Rage of Elements pg. 39 --- Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon Strides. During their movement, they can attempt a Strike against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single Strike against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can Climb, Fly, or Swim instead of Stride.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2129"},{"skill_mod":{},"summary":"Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2130","weakness":{},"name":"Circling Flyby","actions_number":4,"id":"action-2130","text":" Circling Flyby Two Actions Source Rage of Elements pg. 40 --- Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2130"},{"skill_mod":{},"summary":"Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2131","weakness":{},"name":"Rolling Knockdown","actions_number":4,"id":"action-2131","text":" Rolling Knockdown Two Actions Source Rage of Elements pg. 40 --- Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2131"},{"skill_mod":{},"summary":"The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2132","frequency":"once per 10 minutes","weakness":{},"name":"Flamethrower","actions_number":4,"id":"action-2132","text":" Flamethrower Two Actions Source Rage of Elements pg. 41 Frequency once per 10 minutes --- The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these Strikes count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2132"},{"skill_mod":{},"summary":"Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2133","weakness":{},"name":"Spiked Bunker","actions_number":2,"id":"action-2133","text":" Spiked Bunker Single Action Source Rage of Elements pg. 41 --- Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee unarmed attack while it's in its Spiked Bunker takes 2d6 piercing damage (or 3d6 piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2133"},{"skill_mod":{},"summary":"Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2134","weakness":{},"name":"Drench","actions_number":2,"id":"action-2134","text":" Drench Single Action Source Rage of Elements pg. 41 --- Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2134"},{"skill_mod":{},"summary":"Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2135","weakness":{},"name":"Grabbing Branches","actions_number":4,"id":"action-2135","text":" Grabbing Branches Two Actions Source Rage of Elements pg. 42 --- Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target Escapes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2135"},{"skill_mod":{},"primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2136","weakness":{},"name":"manipulate","actions_number":2,"id":"action-2136","text":" Activate Single Action (manipulate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2136"},{"skill_mod":{},"primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"A creature in reach of the weapon takes an action with the concentrate trait. ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2138","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2138","text":" Activate Reaction (concentrate) Trigger A creature in reach of the weapon takes an action with the concentrate trait. ; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2138"},{"skill_mod":{},"summary":"The cloak catches the air and you grab onto its edges, utilizing the draft to guide you to safety. Treat your fall as 30 feet shorter and glide to a …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You're falling ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2139","frequency":"once per day","weakness":{},"name":"(concentrate, air)","actions_number":1,"id":"action-2139","text":" Activate—Fall Gently Reaction (concentrate, air) Frequency once per day; Trigger You're falling; Effect The cloak catches the air and you grab onto its edges, utilizing the draft to guide you to safety. Treat your fall as 30 feet shorter and glide to a space of your choice at the bottom of your fall, which must be within 20 feet of where you would've landed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2139"},{"skill_mod":{},"summary":"You cough the poison or tainted air into your extra lung , immediately attempting a new save against the effect. The air inside your extra lung …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You breathe in an inhaled poison or other inhaled affliction","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2140","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2140","text":" Activate—Cough Up Reaction (manipulate) Trigger You breathe in an inhaled poison or other inhaled affliction; Effect You cough the poison or tainted air into your extra lung , immediately attempting a new save against the effect. The air inside your extra lung becomes fouled, and you re-expose yourself to the inhaled affliction if you breathe it in. The extra lung is cleansed of any poison it contains every day at dawn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2140"},{"skill_mod":{},"summary":"You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2141","frequency":"once per day per bead","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2141","text":" Activate—Healing Wind Two Actions (concentrate) Frequency once per day per bead; Effect You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot emanation; the save DC for an undead creature is 28. This spell gains the air trait. The rank of the spell depends on which bead you're turning: the first two beads cast 4th-rank heal , the center two cast 3rd-rank heal , and the last two cast 2nd-rank heal .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2141"},{"skill_mod":{},"summary":"The scarf casts 4th-rank invisibility on you.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2142","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2142","text":" Activate—Vanish Two Actions (concentrate) Frequency once per day; Effect The scarf casts 4th-rank invisibility on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2142"},{"skill_mod":{},"summary":"You let the winds around you catch the edges of the jaathoom's scarf , and a jaathoom shuyookh appears with a sudden updraft. The winds force your …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2143","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2143","text":" Activate—Jaathoom's Rebuke Single Action (concentrate) Frequency once per hour; Effect You let the winds around you catch the edges of the jaathoom's scarf , and a jaathoom shuyookh appears with a sudden updraft. The winds force your enemies back, granting you some breathing room in battle. Each enemy in a 10-foot emanation must succeed at a DC 27 Fortitude save or be pushed 10 feet. A creature that critically fails is also knocked prone after being moved. Creatures with the air trait are immune to all these effects.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2143"},{"skill_mod":{},"summary":"You let the spiral chimes play in the wind, interpreting the music to predict the weather at your location for the next 24 hours. You receive …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2144","weakness":{},"name":"10 minutes (manipulate, prediction)","id":"action-2144","text":" Activate—Forecast Chime 10 minutes (manipulate, prediction) Effect You let the spiral chimes play in the wind, interpreting the music to predict the weather at your location for the next 24 hours. You receive advanced warning of the temperature, humidity, storms, natural disasters (such as tornadoes, floods, or volcanic eruptions), and other weather conditions that naturally arise. The information you gain through the spiral chimes doesn't take magical occurrences that might change the weather into account.","category":"action","rarity":"common","slug":"action-2144"},{"skill_mod":{},"summary":"You ring the chimes, blanketing everything in a 30-foot burst within 120 feet in visible, reverberating sound. This can negate invisibility, making …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2145","frequency":"once per day","weakness":{},"name":"(manipulate, sonic)","actions_number":2,"id":"action-2145","text":" Activate—Revealing Chime Single Action (manipulate, sonic) Frequency once per day; Effect You ring the chimes, blanketing everything in a 30-foot burst within 120 feet in visible, reverberating sound. This can negate invisibility, making creatures concealed instead of invisible. The duration and other effects depend on the result of each creature's attempt at a DC 30 Reflex save. Critical Success The target is unaffected. Success The target's invisibility is negated for 2 rounds. Failure The target is deafened for 1 minute, and its invisibility is negated for 1 minute. Critical Failure The target is deafened for 10 minutes, and its invisibility is negated for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2145"},{"skill_mod":{},"summary":"You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2146","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2146","text":" Activate—Slicing Links Two Actions (concentrate) Frequency once per day; Effect You unbind the currents that form your armor and release them as cutting whorls of air that slice into creatures in a 60-foot cone. Creatures in the area take 6d6 slashing damage with a DC 25 basic Fortitude save. A creature that fails its save is also pushed 10 feet (or 20 feet on a critical failure). You lose the AC bonus of your armor until the end of your turn, when the air currents reform the wisp chain around you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2146"},{"skill_mod":{},"summary":"The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You become confused, frightened, or stupefied","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2147","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2147","text":" Activate—Still Earth Reaction (concentrate) Frequency once per hour; Trigger You become confused, frightened, or stupefied; Effect The stone suppresses the triggering effect for 1 minute, but the calming urges impose a –1 status penalty to your attack rolls.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2147"},{"skill_mod":{},"summary":"The powder petrifies like a shell around you instead, and its other effects end. The powder causes you to become quickened for 1 minute as well as …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You would be petrified ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2148","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2148","text":" Activate—Shed Chitin Reaction (concentrate) Trigger You would be petrified; Effect The powder petrifies like a shell around you instead, and its other effects end. The powder causes you to become quickened for 1 minute as well as doomed 1 and restrained (Escape DC 25). You can use the extra action each round only for Escape and Stride actions.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2148"},{"skill_mod":{},"summary":"You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2149","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2149","text":" Activate—Fossile Metamorphosis Two Actions (concentrate, manipulate) Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below. If the fragment is slain while in creature form, it reverts to its fragment shape and can't be activated again for 1 week. If the fragment is destroyed, its magic is lost.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2149"},{"skill_mod":{},"summary":"You call out the shuyookh's name and title, then roll the dice. The shuyookh appears briefly to provide for your defense. Roll 2d6 to determine the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2150","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2150","text":" Activate—Jabali's Gamble Two Actions (concentrate, manipulate) Frequency once per day; Effect You call out the shuyookh's name and title, then roll the dice. The shuyookh appears briefly to provide for your defense. Roll 2d6 to determine the effect. Represented by the GM, the shuyookh chooses any effect's specifications, benefiting you according to the shuyookh's whims. 2–5 The shuyookh casts mountain resilience on you. 6–9 The shuyookh casts grasping earth , but you and your allies are immune to it. 10–11 The shuyookh casts wall of stone . The edges can pass through creatures, which are shunted to the side of the wall opposite that edge. 12 The shuyookh casts a DC 31 petrify spell on a creature hostile and in proximity to you. If no appealing target exists, you receive a 10–11 result instead. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2150"},{"skill_mod":{},"summary":"You set the shield down as it expands up to 60 feet wide and 10 feet tall. Each square of the wall has AC 10, Hardness 7, and 28 Hit Points, and it's …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2151","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2151","text":" Activate—Limestone Wall Two Actions (concentrate, manipulate) Frequency once per day; Effect You set the shield down as it expands up to 60 feet wide and 10 feet tall. Each square of the wall has AC 10, Hardness 7, and 28 Hit Points, and it's immune to critical hits and precision damage. If a section is destroyed, this effect ends, and your limestone shield is broken. You can Dismiss this activation, which otherwise lasts for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2151"},{"skill_mod":{},"summary":"The shield expands to block the triggering effect, granting you standard cover from that effect.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You're targeted by an effect with the air , fire , or water trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2152","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2152","text":" Activate—Block Elements Reaction (concentrate) Frequency once per day; Trigger You're targeted by an effect with the air, fire, or water trait; Effect The shield expands to block the triggering effect, granting you standard cover from that effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2152"},{"skill_mod":{},"summary":"The cloak casts elemental form on you, transforming you into an earth elemental. In addition to the spell's normal effects, you can Burrow …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2153","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, polymoph)","actions_number":4,"id":"action-2153","text":" Activate—Become Stone Two Actions (concentrate, manipulate, polymorph) Frequency once per day; Effect The cloak casts elemental form on you, transforming you into an earth elemental. In addition to the spell's normal effects, you can Burrow through any earthen matter, including rock, moving at the spell's burrow Speed, leaving no tunnels or signs of your passing. Also, the range of the tremorsense you gain from the robe increases to 30 feet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2153"},{"skill_mod":{},"summary":"You empty the satchel and shape the sand into a miniature castle. When finished, you utter “build” in Petran , and the sandcastle swiftly builds …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2154","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-2154","text":" Activate—Shape the Castle 1 minute (concentrate, manipulate) Frequency once per day; Effect You empty the satchel and shape the sand into a miniature castle. When finished, you utter “build” in Petran, and the sandcastle swiftly builds into a full-size structure. The castle is shaped as you choose, up to 120 feet in any dimension. Its walls must be 10 feet thick, and each story must be at least 10 feet tall from floor to ceiling. The sandcastle has only rudimentary furnishings with no moving parts—even a chair or door is too complicated, but block-like benches and platforms can be created. Typically, the castle has little more than staircases and windows. You can return the sandcastle to its portable form by using one Interact action to fill the item's satchel with sand from the castle.","category":"action","rarity":"common","slug":"action-2154"},{"skill_mod":{},"summary":"The singing stone casts speak with stones , allowing you to speak and listen through the bowl to communicate with stones. You can use the spell …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2155","frequency":"once per day","weakness":{},"name":"1 minute (manipulate)","id":"action-2155","text":" Activate—Stone's Speech 1 minute (manipulate) Frequency once per day; Effect The singing stone casts speak with stones , allowing you to speak and listen through the bowl to communicate with stones. You can use the spell normally, or, as you activate the singing stone , you can target one stone you can clearly identify in appearance and location. This target must be on the same plane as you or on the Plane of Earth. You can't change targets during a single activation.","category":"action","rarity":"common","slug":"action-2155"},{"skill_mod":{},"summary":"Placing the singing stone against a rocky surface, you cause it to reverberate, revealing what's behind or beneath the surface. You get a mental …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2156","frequency":"once per day","weakness":{},"name":"(manipulate, revelation)","actions_number":2,"id":"action-2156","text":" Activate—Stone's Sight Single Action (manipulate, revelation) Frequency once per day; Effect Placing the singing stone against a rocky surface, you cause it to reverberate, revealing what's behind or beneath the surface. You get a mental image of this area that's 15 feet deep and 5 feet in diameter. The image doesn't convey color, but it's clear to you what objects or creatures within are moving and which are stationary. The image is instant, however, and therefore doesn't allow you to track movement over time.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2156"},{"skill_mod":{},"summary":"The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2157","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2157","text":" Activate—Blazing Promenade Two Actions (manipulate) Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2157"},{"skill_mod":{},"summary":"A piping, reddish smoke pours from the censer in a 20-foot emanation. You choose whether the smoke causes the target's blood to turn extremely hot or …","primary_source":"Rage of Elements","cost":"incense worth at least 5 gp","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2158","frequency":"once per day","weakness":{},"name":"(aura, manipulate)","actions_number":4,"id":"action-2158","text":" Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 5 gp; Frequency once per day; Effect A piping, reddish smoke pours from the censer in a 20-foot emanation. You choose whether the smoke causes the target's blood to turn extremely hot or transmutes to poison; the smoke deals your choice of fire or poison damage. Each living creature that's in the area or enters it attempts a DC 34 Fortitude saving throw, then becomes temporarily immune for 1 hour. Critical Success The creature is unaffected. Success The creature breathes in a small amount of the poisonous smoke and takes 2d6 persistent damage. Failure The creature gulps down a lungful of the smoke, taking 4d6 persistent damage and becoming enfeebled 2 until the persistent damage ends. Critical Failure The creature inhales a large amount of the smoke, taking 6d6 persistent damage and becoming enfeebled 3 until the persistent damage ends.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2158"},{"skill_mod":{},"summary":"When the incense is lit, pleasant, floral smoke surrounds the censer in a 20-foot emanation, creating a space of peace and harmony. Each creature …","primary_source":"Rage of Elements","cost":"incense worth at least 1 sp","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2159","frequency":"once per day","weakness":{},"name":"(aura, manipulate)","actions_number":4,"id":"action-2159","text":" Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 1 sp; Frequency once per day; Effect When the incense is lit, pleasant, floral smoke surrounds the censer in a 20-foot emanation, creating a space of peace and harmony. Each creature that breathes the smoke is affected by 3rd-rank calm and is then temporarily immune for 24 hours. The spell's effects end when the incense burns out.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2159"},{"skill_mod":{},"summary":"The everburning coal creates a towering wall of hot coals. This has the effect of wall of ice , except for the following adjustments. The wall …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2160","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-2160","text":" Activate—Coal Wall Three Actions (concentrate, manipulate) Frequency once per day; Effect The everburning coal creates a towering wall of hot coals. This has the effect of wall of ice , except for the following adjustments. The wall has the fire trait instead of cold and water. The wall deals fire damage instead of cold damage. The weakness to fire is instead weakness to cold and to water. Destroying a section of the wall with cold or water (rather than with fire) causes a section to evaporate. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2160"},{"skill_mod":{},"summary":"As you light the incense, barely visible smoke issues from the censer in a hazy 20-foot emanation. Creatures that are in the haze or later enter it …","primary_source":"Rage of Elements","cost":"incense worth at least 5 gp","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2161","frequency":"once per day","weakness":{},"name":"(aura, manipulate)","actions_number":4,"id":"action-2161","text":" Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 5 gp; Frequency once per day; Effect As you light the incense, barely visible smoke issues from the censer in a hazy 20-foot emanation. Creatures that are in the haze or later enter it are wreathed in wisps of smoke; these wisps last while the creature is in the smoke's aura and until the start of its next turn if it leaves the haze. An ally in the aura is concealed and gains a +2 status bonus to Stealth checks. Any enemy in the aura that is or becomes invisible appears as a translucent shape to you and your allies—it's no longer hidden, but it remains concealed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2161"},{"skill_mod":{},"summary":"Sparkling golden mist escapes the ibis's open beaks, spreading in a 20-foot emanation. This perfume mist is calming and restorative. A creature that …","primary_source":"Rage of Elements","cost":"incense worth at least 1 sp","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2162","frequency":"once per day","weakness":{},"name":"(aura, manipulate)","actions_number":4,"id":"action-2162","text":" Activate—Light Incense Two Actions (aura, manipulate) Cost incense worth at least 1 sp; Frequency once per day; Effect Sparkling golden mist escapes the ibis's open beaks, spreading in a 20-foot emanation. This perfume mist is calming and restorative. A creature that ends its turn within the censer's smoke while sickened or under an affliction can attempt a new saving throw to overcome it. A creature with multiple afflictions, or that is both sickened and has an affliction, chooses one to attempt to overcome each time it ends its turn in the aura. After attempting a new saving throw against an affliction, a creature is temporarily immune to lambent perfume for the purpose of overcoming that affliction for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2162"},{"skill_mod":{},"summary":"Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your most recent action this turn was a successful ranged Strike with obsidian edge ","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2163","frequency":"once per 10 minutes","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2163","text":" Activate—Explosion of Shards Single Action (manipulate) Frequency once per 10 minutes; Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge ; Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 basic Reflex save.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2163"},{"skill_mod":{},"summary":"You raise a toast to a creature or creatures you're about to socialize with. You gain a +2 item bonus to Deception , Diplomacy , or Intimidation …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2164","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2164","text":" Activate—Toast! Single Action (manipulate) Effect You raise a toast to a creature or creatures you're about to socialize with. You gain a +2 item bonus to Deception, Diplomacy, or Intimidation checks against those creatures for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2164"},{"skill_mod":{},"summary":"An ifrit's hospitality always comes with an implied threat. You cause the shuyookh to briefly appear and take its vengeance on those who would hurt …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2165","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2165","text":" Activate—Ifrit's Command Two Actions (concentrate) Frequency once per day; Effect An ifrit's hospitality always comes with an implied threat. You cause the shuyookh to briefly appear and take its vengeance on those who would hurt you, the genie's “guest.” The shuyookh issues a 6th-rank command that targets all creatures hostile to you in range instead of the usual number of targets. The shuyookh issues the same command to all of them. Each target that fails its save also feels all nourishment leached from it, becoming fatigued as long as it's affected by the command .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2165"},{"skill_mod":{},"summary":"You set your fiery gaze on your target, eyes burning within a cloud of ash and cinder. Roll an Intimidation check to Demoralize the target. …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You dealt fire damage to a target you can see within 30 feet with your most recent action this turn","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2166","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2166","text":" Activate—Blazing Stare Single Action (concentrate) Requirements You dealt fire damage to a target you can see within 30 feet with your most recent action this turn; Effect You set your fiery gaze on your target, eyes burning within a cloud of ash and cinder. Roll an Intimidation check to Demoralize the target. Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2166"},{"skill_mod":{},"summary":"You hold your parasol between yourself and the incoming flames, gaining fire resistance 20 against the triggering effect. (This applies only to any …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You're targeted by or inside the area of an effect that deals fire damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2167","frequency":"once per 10 minutes","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2167","text":" Activate—Parasol's Protection Reaction (manipulate) Frequency once per 10 minutes; Trigger You're targeted by or inside the area of an effect that deals fire damage; Effect You hold your parasol between yourself and the incoming flames, gaining fire resistance 20 against the triggering effect. (This applies only to any damage the effect deals.) For the next 1 minute, flames dance harmlessly along the parasol's brim, letting you use Parasol's Pyrotechnics.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2167"},{"skill_mod":{},"summary":"You release captured flames out from your parasol, shooting fire in a 30-foot line. Each creature in the line takes 10d6 fire damage (DC 28 basic …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Flames are dancing on the sparkshade parasol due to you using Parasol's Protection","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2168","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2168","text":" Activate—Parasol's Pyrotechnics Two Actions (concentrate, manipulate) Requirements Flames are dancing on the sparkshade parasol due to you using Parasol's Protection; Effect You release captured flames out from your parasol, shooting fire in a 30-foot line. Each creature in the line takes 10d6 fire damage (DC 28 basic Reflex save). This activation loses its charge.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2168"},{"skill_mod":{},"summary":"You ask for the curious teardrop's assistance. It casts curse of lost time , ferrous form , or 7th-rank elemental form (metal elemental …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2169","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2169","text":" Activate—Request a Spell Two Actions (concentrate, manipulate) Frequency once per day; Effect You ask for the curious teardrop's assistance. It casts curse of lost time , ferrous form , or 7th-rank elemental form (metal elemental only), depending on your request.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2169"},{"skill_mod":{},"summary":"You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the teardrop attempts a …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You're targeted by an emotion or metal effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2170","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2170","text":" Activate—Reflect Emotions Reaction (concentrate) Trigger You're targeted by an emotion or metal effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the teardrop attempts a counteract check at +36 to immediately reflect a copy of the effect back at the originator, targeting it using the creature's own relevant statistics but controlling the effect as if the teardrop had cast it.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2170"},{"skill_mod":{},"summary":"The armor's composition shifts, changing its specialization group to a different one of your choice. This doesn't change what the armor is made of, …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2171","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2171","text":" Activate—Reconfigure Armor Single Action (manipulate) Effect The armor's composition shifts, changing its specialization group to a different one of your choice. This doesn't change what the armor is made of, and any runes or precious material it's made of apply to the new composition. Any property runes that can't apply to the new form are suppressed until the item takes a composition to which they can apply.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2171"},{"skill_mod":{},"summary":"Strike with the morphing weapon , choosing one of the following benefits to apply to the Strike. Reach Increase the reach by 5 feet. Shift …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2172","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2172","text":" Activate—Reshape Single Action (concentrate) Frequency once per 10 minutes; Effect Strike with the morphing weapon , choosing one of the following benefits to apply to the Strike. Reach Increase the reach by 5 feet. Shift The weapon's damage becomes your choice of bludgeoning, piercing, or slashing instead of its normal type. Take If the Strike hits, you can attempt to Disarm or Steal from your target immediately after as a reaction. Weigh Gain a status bonus to the damage roll equal to the weapon's number of damage dice. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2172"},{"skill_mod":{},"summary":"You play a magnetic tune, enchanting one metallic weapon within 60 feet of you. This item gains the thundering rune for 1 hour.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2173","frequency":"once per day","weakness":{},"name":"1 minute (manipulate)","id":"action-2173","text":" Activate—Strum of Thunder 1 minute (manipulate) Frequency once per day; Effect You play a magnetic tune, enchanting one metallic weapon within 60 feet of you. This item gains the thundering rune for 1 hour.","category":"action","rarity":"common","slug":"action-2173"},{"skill_mod":{},"summary":"You strike a piercing chord, putting up an invisible sound barrier between the target and the attacker. The target gains a +2 status bonus to AC …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"A creature within 30 feet of you targets you or an ally with a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2174","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2174","text":" Activate—Chord of Protection Reaction (manipulate) Frequency once per day; Trigger A creature within 30 feet of you targets you or an ally with a melee attack; Effect You strike a piercing chord, putting up an invisible sound barrier between the target and the attacker. The target gains a +2 status bonus to AC against the triggering attack. If the Strike still hits, the barrier breaks, dealing 3d10 sonic damage to the attacker.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2174"},{"skill_mod":{},"summary":"Flakes of acid-laden rust are deposited on the disarmed weapon. The weapon takes 2d6 damage, ignoring the weapon's Hardness.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You critically succeed at a Disarm attempt with the flail against a metal weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2175","weakness":{},"name":"","actions_number":1,"id":"action-2175","text":" Activate—Rusting Disarm Reaction ; Trigger You critically succeed at a Disarm attempt with the flail against a metal weapon; Effect Flakes of acid-laden rust are deposited on the disarmed weapon. The weapon takes 2d6 damage, ignoring the weapon's Hardness.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2175"},{"skill_mod":{},"summary":"The silver snake cane becomes a +1 striking silver sword cane for 10 minutes. If the cane holds a dose of poison with the injury trait, that …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2176","weakness":{},"name":"(concentrate, polymorph)","actions_number":2,"id":"action-2176","text":" Activate—Silver Snake Sword Single Action (concentrate, polymorph) Effect The silver snake cane becomes a +1 striking silver sword cane for 10 minutes. If the cane holds a dose of poison with the injury trait, that poison is automatically applied to the weapon. If the poison hasn't been expended by the time the cane turns back to normal, it remains stored in the cane. You can Dismiss this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2176"},{"skill_mod":{},"summary":"The silver snake cane bites a willing target of your choice within your reach, dealing 1 piercing damage and injecting the alchemical item. The item …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The silver snake cane holds a dose of an alchemical item","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2177","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2177","text":" Activate—Silver Snake Serum Single Action (concentrate) Frequency once per day; Requirements The silver snake cane holds a dose of an alchemical item; Effect The silver snake cane bites a willing target of your choice within your reach, dealing 1 piercing damage and injecting the alchemical item. The item is expended, and if it was an elixir or ingested poison, the target is affected as though it consumed the item.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2177"},{"skill_mod":{},"summary":"The cane transforms into a giant viper made of silver. All its Strikes are silver. It acts independently but obeys you. You can Dismiss this …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2178","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2178","text":" Activate—True Silver Snake Single Action (concentrate) Effect The cane transforms into a giant viper made of silver. All its Strikes are silver. It acts independently but obeys you. You can Dismiss this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2178"},{"skill_mod":{},"summary":"You cast needle darts .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2179","weakness":{},"name":"Cast a Spell","id":"action-2179","text":" Activate Cast a Spell Effect You cast needle darts .","category":"action","rarity":"common","slug":"action-2179"},{"skill_mod":{},"summary":"You cast magnetic acceleration .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2180","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2180","text":" Activate Cast a Spell Frequency once per day; Effect You cast magnetic acceleration .","category":"action","rarity":"common","slug":"action-2180"},{"skill_mod":{},"summary":"You cast 4th-rank magnetic acceleration .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2181","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2181","text":" Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank magnetic acceleration .","category":"action","rarity":"common","slug":"action-2181"},{"skill_mod":{},"summary":"You cast rust cloud .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2182","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2182","text":" Activate Cast a Spell Frequency once per day; Effect You cast rust cloud .","category":"action","rarity":"common","slug":"action-2182"},{"skill_mod":{},"summary":"You extend the weapon and call out the zuhra's name. They channel their magic through the gloves to assist you with their choice of offense or …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a weapon made primarily of metal","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2183","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2183","text":" Activate—Zuhra's Stratagem Two Actions (concentrate, manipulate) Frequency once per day; Requirements You're wielding a weapon made primarily of metal; Effect You extend the weapon and call out the zuhra's name. They channel their magic through the gloves to assist you with their choice of offense or defense (as determined by the GM). The zuhra makes any choices for the spell, and any save DC is 30. Offense The metal of the gloves wraps around your weapon and channels the zuhra's magic to cast a 6th-rank weapon storm spell, replicating the metal weapon. Defense The metal flows off your arms, creating a wall of metal . The wall's surface has the same pattern as the gloves. You lose the gloves' item bonus until the barrier ends, at which point the metal returns to your hands and forearms. You can Dismiss the activation. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2183"},{"skill_mod":{},"summary":"Your relic uses the triggering effect to complete its circuit. You choose which path the electricity takes down the circuit, gaining the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You are targeted by or are in the area of an electricity effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2184","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2184","text":" Activate—Complete the Circuit Reaction (manipulate) Trigger You are targeted by or are in the area of an electricity effect; Effect Your relic uses the triggering effect to complete its circuit. You choose which path the electricity takes down the circuit, gaining the corresponding benefit. Capacitor You become electrically charged, gaining a +1 status bonus to attack and damage rolls until the end of your next turn. Inductor Your resistance against electricity damage increases to the level of your relic until the end of your next turn. Resistor Your relic attempts to counteract the effect. On a failure, your relic overheats, dealing fire damage to you equal to the counteract rank of the effect (or double the counteract rank on a critical failure). ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2184"},{"skill_mod":{},"summary":"Magnetic repulsion sends a sharp chunk of metal scrap flying from your relic. Make a spell attack roll with your relic against a target within 30 …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2185","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2185","text":" Activate Two Actions (concentrate, manipulate) Effect Magnetic repulsion sends a sharp chunk of metal scrap flying from your relic. Make a spell attack roll with your relic against a target within 30 feet. The chunk deals 1d6 piercing damage for every 2 levels the relic has (minimum 1d6). If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your spell attack roll, and the target becomes clumsy 1 until the start of your next turn as the scrap adheres to the target. If your relic is made of a precious metal, the shot is also made of or coated in that metal, bypassing resistances and the like accordingly. The scrap left behind by the shot rusts or crumbles quickly and isn't worth anything if sold.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2185"},{"skill_mod":{},"summary":"For one minute, your relic is affected by a clad in metal spell of a rank equal to half the relic's level, rounded up. You can choose uncommon …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2186","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2186","text":" Activate Single Action (concentrate) Frequency once per day; Effect For one minute, your relic is affected by a clad in metal spell of a rank equal to half the relic's level, rounded up. You can choose uncommon metals in addition to common ones.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2186"},{"skill_mod":{},"summary":"Your relic conjures a guideway of magnets beneath you, creating a frictionless path for you to rush forward at high speeds. You Stride up to three …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2187","frequency":"once per hour","weakness":{},"name":"","actions_number":4,"id":"action-2187","text":" Activate Two Actions ; Frequency once per hour; Effect Your relic conjures a guideway of magnets beneath you, creating a frictionless path for you to rush forward at high speeds. You Stride up to three times in a straight line. If you end your final Stride adjacent to an object or creature, you ram into it, dealing 1d12 bludgeoning damage for every 2 levels of the relic, with a basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2187"},{"skill_mod":{},"summary":"Rusted flakes swirl in a cloud around you, creating a 15-foot emanation that lasts for 1 minute. You're concealed to anyone outside the cloud. An …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2188","frequency":"once per day","weakness":{},"name":"(aura, concentrate)","actions_number":4,"id":"action-2188","text":" Activate Two Actions (aura, concentrate) Frequency once per day; Effect Rusted flakes swirl in a cloud around you, creating a 15-foot emanation that lasts for 1 minute. You're concealed to anyone outside the cloud. An enemy that starts its turn in the cloud takes 15 slashing damage with a basic Fortitude save. If the target has the metal trait or is primarily made of metal, the damage is 30 instead. Unattended non-magical metal items within the cloud automatically become broken.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2188"},{"skill_mod":{},"primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You take physical damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2189","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2189","text":" Activate Free Action (concentrate) Trigger You take physical damage; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2189"},{"skill_mod":{},"summary":"The figurehead turns its head as if to look behind it, spawning a momentary whirlpool under the ship and turbulent winds directly opposite the ship's …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2190","frequency":"once per day","weakness":{},"name":"(concentrate, move)","actions_number":2,"id":"action-2190","text":" Activate—About Face! Single Action (concentrate, move) Frequency once per day; Effect The figurehead turns its head as if to look behind it, spawning a momentary whirlpool under the ship and turbulent winds directly opposite the ship's heading. The ship makes a 180-degree turn in place, then continues heading in this new direction starting next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2190"},{"skill_mod":{},"summary":"All creatures within the bright light of the anglerfish lantern must succeed at a DC 19 Will save or be fascinated by the light for 1 round (1 …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2191","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2191","text":" Activate—Mesmerizing Lights Two Actions (concentrate, manipulate) Frequency once per hour; Effect All creatures within the bright light of the anglerfish lantern must succeed at a DC 19 Will save or be fascinated by the light for 1 round (1 minute on a critical failure). The fascination ends if the light is extinguished. Aquatic animals and creatures with the water trait take a –2 circumstance penalty to this check. Regardless of the result, the creature then becomes immune to this effect for the next 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2191"},{"skill_mod":{},"summary":"You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2192","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-2192","text":" Activate—Dive! 1 minute (concentrate, manipulate) Frequency once per day; Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well.","category":"action","rarity":"common","slug":"action-2192"},{"skill_mod":{},"summary":"You hold the horn to your ear and can understand and speak Thalassic as long as it remains there.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2193","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2193","text":" Activate—Voice of Oceans Single Action (manipulate) Effect You hold the horn to your ear and can understand and speak Thalassic as long as it remains there.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2193"},{"skill_mod":{},"summary":"You hold the horn to your ear and touch the correct series of runes inscribed on its surface, causing the conch to cast a 5th-rank clairaudience …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2194","weakness":{},"name":"10 minutes (concentrate, manipulate)","id":"action-2194","text":" Activate—Sounds of the Deep 10 minutes (concentrate, manipulate) Effect You hold the horn to your ear and touch the correct series of runes inscribed on its surface, causing the conch to cast a 5th-rank clairaudience spell for your benefit. Provided you choose a location that's underwater, you can extend the spell's range to 1 mile and hear with perfect clarity.","category":"action","rarity":"common","slug":"action-2194"},{"skill_mod":{},"summary":"You place a handful of beans in the dallah, and it immediately grinds the beans, fills with water, and brews six cups' worth of coffee. Pouring a …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2195","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-2195","text":" Activate—Brew Three Actions (concentrate, manipulate) Effect You place a handful of beans in the dallah, and it immediately grinds the beans, fills with water, and brews six cups' worth of coffee. Pouring a cupful of coffee into a vessel takes an Interact action, as does drinking a cup. A creature that drinks a cup can breathe underwater and is protected from mild or severe temperatures of underwater environments for 8 hours. The coffee can later be transmuted using the dallah's other activation, but this latent magic ends if the dallah is used to brew coffee again. Coffee poured from the dallah stays in its vessel until someone drinks it or deliberately pours it out, even if the vessel is in an environment where the coffee would normally escape, such as underwater.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2195"},{"skill_mod":{},"summary":"You speak the name of the faydhaan shuyookh inscribed on the dallah. You don't need to be holding the dallah to use this activation. The shuyookh …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You used the dallah's activation to brew a batch of coffee today","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2196","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2196","text":" Activate—Faydhaan's Hospitality Two Actions (concentrate) Frequency once per day; Requirements You used the dallah's activation to brew a batch of coffee today; Effect You speak the name of the faydhaan shuyookh inscribed on the dallah. You don't need to be holding the dallah to use this activation. The shuyookh transmutes the coffee within the body of each creature who partook from the batch you brewed, choosing a single common potion of 6th level or lower <%END>, which grants them all the benefits of that potion. Typically, the shuyookh chooses a moderate healing potion, lesser potion of resistance, or potion of swimming.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2196"},{"skill_mod":{},"summary":"The effigy causes spectral tentacles to erupt from the ship's hull. These tentacles lash out in an emanation with a distance equal to the ship's …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2197","frequency":"once per hour","weakness":{},"name":"(aura, concentrate)","actions_number":4,"id":"action-2197","text":" Activate—Lash Out! Two Actions (aura, concentrate) Frequency once per hour; Effect The effigy causes spectral tentacles to erupt from the ship's hull. These tentacles lash out in an emanation with a distance equal to the ship's length and remain active for 10 minutes. Creatures in the aura and in the same body of water as the ship take a –2 circumstance penalty to Athletics checks to Swim as the writhing tentacles lash out in all directions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2197"},{"skill_mod":{},"summary":"The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The ship's spectral tentacles are activated","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2198","weakness":{},"name":"(attack, concentrate)","actions_number":2,"id":"action-2198","text":" Activate—Grab Them! Single Action (attack, concentrate) Requirements The ship's spectral tentacles are activated; Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a –2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so. If you use this activation while the tentacles are already latched onto another ship, the tentacles instead pull that ship toward yours a distance up to half your ship's swim Speed with a success (or up to your ship's full swim Speed with a critical success). The pilot of the enemy ship can attempt a DC 27 piloting check to break free as a single action that has the attack trait. With a success, the ship frees itself from the tentacles.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2198"},{"skill_mod":{},"summary":"The spear injects lionfish poison into the target; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You successfully Strike a creature with the lionfish spear ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2199","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2199","text":" Activate—Lionfish Poison Reaction (concentrate) Frequency once per day; Trigger You successfully Strike a creature with the lionfish spear ; Effect The spear injects lionfish poison into the target; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 5d6 poison damage and sickened 2 (1 round); Stage 3 paralyzed for 2d4 hours","category":"action","actions":"Reaction","rarity":"common","slug":"action-2199"},{"skill_mod":{},"summary":"For 1 minute, any time you make a Strike, your weapon or unarmed attack gains the benefit of the underwater weapon property rune.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2200","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2200","text":" Activate—Shark's Elegance Two Actions (concentrate, manipulate) Frequency once per hour; Effect For 1 minute, any time you make a Strike, your weapon or unarmed attack gains the benefit of the underwater weapon property rune.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2200"},{"skill_mod":{},"summary":"You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2201","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2201","text":" Activate—Fill the Shell Single Action (manipulate) Effect You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 minute. The shell's magic then becomes active, indicated by a steady stream of bubbles. Moving the shell disturbs its contents, causing the item to deactivate and the water inside to evaporate; otherwise, it remains activated for an unlimited duration. While the shell is activated, a creature can submerge its head and let water and bubbles fill its nose and mouth (or whatever body part it uses for breathing) as a 3-action activity. For the next hour, the creature can breathe underwater. The creature is then temporarily immune to shells of easy breathing until the next time it makes its daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2201"},{"skill_mod":{},"summary":"You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2202","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, illusion, visual)","id":"action-2202","text":" Activate—Veil! 1 minute (concentrate, illusion, visual) Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check.","category":"action","rarity":"common","slug":"action-2202"},{"skill_mod":{},"summary":"You scatter the blooming lotus seed pod's seeds across a non-damaging liquid surface within 40 feet of you, where they form into 5 lotus pads that …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2203","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2203","text":" Activate—Floating Pads Single Action (manipulate) Effect You scatter the blooming lotus seed pod's seeds across a non-damaging liquid surface within 40 feet of you, where they form into 5 lotus pads that each float in place in a separate square within range for 1 minute. Each lotus pad has a 10- foot radius and can support 1 Large creature, 2 Medium creatures, or 4 Small creatures.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2203"},{"skill_mod":{},"summary":"You plant the blooming lotus seed pod in the ground and a giant lotus flower blooms in that square. Over the next 8 hours, creatures who sleep for …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2204","weakness":{},"name":"10 minutes (manipulate)","id":"action-2204","text":" Activate—Blooming Flower 10 minutes (manipulate) Effect You plant the blooming lotus seed pod in the ground and a giant lotus flower blooms in that square. Over the next 8 hours, creatures who sleep for at least 6 hours within 30 feet of the lotus flower gain the benefits of long-term rest as though they'd spent an entire day and night resting, and all creatures within the affected area are immune to the effects of the nightmare spell and other magical effects that affect only sleeping creatures.","category":"action","rarity":"common","slug":"action-2204"},{"skill_mod":{},"summary":"The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes.","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2205","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2205","text":" Activate—Change Season Single Action (concentrate) Frequency once per day; Effect The shield transforms as though living through seasons in a moment, becoming the color of your choice for 5 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2205"},{"skill_mod":{},"summary":"You throw the captivating rosebud in a square adjacent to you. The rosebud quickly sprouts into a little rosebush that lasts for 1 hour. Any …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2206","weakness":{},"name":"(manipulate, mental, olfactory)","actions_number":2,"id":"action-2206","text":" Activate—Scent of Roses Single Action (manipulate, mental, olfactory) Effect You throw the captivating rosebud in a square adjacent to you. The rosebud quickly sprouts into a little rosebush that lasts for 1 hour. Any creature that passes within 15 feet of the rose bush, other than yourself, must attempt a DC 18 Will save. Critical Success The creature is unaffected. Success The creature takes a –1 status penalty to Perception checks for 10 minutes. Failure As success, but a –2 penalty. Critical Failure As success, but a –2 penalty and the creature is fascinated by the rosebush.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2206"},{"skill_mod":{},"summary":"You plant the captivating rosebud into a square adjacent to a building or other structure. It grows into a rosebush that stretches up to 30 feet …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2207","weakness":{},"name":"10 minutes (manipulate)","id":"action-2207","text":" Activate—Rose Vines 10 minutes (manipulate) Effect You plant the captivating rosebud into a square adjacent to a building or other structure. It grows into a rosebush that stretches up to 30 feet tall. You and your allies can use the rosebush as a ladder to Climb easily up and down the side of the adjacent structure, but all other creatures must succeed at a DC 17 Will saving throw or fail to notice the rosebush's presence.","category":"action","rarity":"common","slug":"action-2207"},{"skill_mod":{},"summary":"You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2208","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-2208","text":" Activate—Carving Chisel Single Action (concentrate, manipulate) Effect You pull free a woodworking chisel stored in the knob of the axe. It can have any standard chisel shape you imagine as you activate this ability. You get a +2 item bonus to Crafting checks for woodworking if you use chisels from the carver-cutter . The chisel also functions as a main-gauche. All runes on the axe are replicated on the chisel, but only while both items are on the same person. You can Interact to reinsert the chisel.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2208"},{"skill_mod":{},"summary":"Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2209","frequency":"once per hour","weakness":{},"name":"","actions_number":4,"id":"action-2209","text":" Activate—Chop Down Two Actions ; Frequency once per hour; Effect Make a Strike with the axe against a plant creature or a creature made primarily of wood. This Strike deals an additional 2d6 precision damage, and on a hit, the creature is clumsy 1 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2209"},{"skill_mod":{},"summary":" The glowing lantern fruit sheds bright light in a 60-foot radius (and dim light for the next 60 feet) for 8 hours. While the light is shining, …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2210","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2210","text":" Activate—Lantern Light Single Action (manipulate) Effect The glowing lantern fruit sheds bright light in a 60-foot radius (and dim light for the next 60 feet) for 8 hours. While the light is shining, you can Interact with the glowing lantern fruit to open or close some of its reflective leaves, making the light directional like a bull's-eye lantern or a hooded lantern.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2210"},{"skill_mod":{},"summary":"You plant the glowing lantern fruit in the ground upside down. The petals of the lantern peel away, while the fruit inside glows hotter. For the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2211","weakness":{},"name":"10 minutes (manipulate)","id":"action-2211","text":" Activate—Fire Fruit 10 minutes (manipulate) Effect You plant the glowing lantern fruit in the ground upside down. The petals of the lantern peel away, while the fruit inside glows hotter. For the next 8 hours, the glowing lantern fruit emits as much light and heat as a bonfire, giving all creatures within 15 feet immunity to the effects of mild and severe cold temperatures for as long as they're within the area.","category":"action","rarity":"common","slug":"action-2211"},{"skill_mod":{},"summary":"You command the shield to repair itself, awakening the restorative magic within. For the next minute, the shield heals 3 Hit Points each round at the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2212","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2212","text":" Activate—Repair Single Action (concentrate) Frequency once per day; Effect You command the shield to repair itself, awakening the restorative magic within. For the next minute, the shield heals 3 Hit Points each round at the start of your turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2212"},{"skill_mod":{},"summary":"You place the kizidhar's shield into the ground at the edge of your campsite, which can't be more than 30 feet on a side, then speak the name of …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2213","frequency":"once per day","weakness":{},"name":"10 minutes (manipulate)","id":"action-2213","text":" Activate—Secure Site 10 minutes (manipulate) Frequency once per day; Effect You place the kizidhar's shield into the ground at the edge of your campsite, which can't be more than 30 feet on a side, then speak the name of the kizidhar shuyookh carved into its handle. The shuyookh briefly appears just long enough to make a sweeping gesture, causing sprawling thorns to grow in an unnaturally symmetrical formation around the campsite, protecting it for the next 8 hours with an effect that's otherwise identical to wall of thorns . All creatures within the campsite are then immediately affected by a three-action heal spell cast at 4th rank by the shield. After 8 hours, the wall rots away, and the shield can be retrieved as an Interact action.","category":"action","rarity":"common","slug":"action-2213"},{"skill_mod":{},"summary":"You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2214","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2214","text":" Activate—Purify Two Actions (manipulate) Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2214"},{"skill_mod":{},"summary":"The sandalwood fan casts speak with plants and translate for Fey and Muan on you. In addition to conversing with nearby plants, you can …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2215","frequency":"once per day","weakness":{},"name":"1 minute (manipulate","id":"action-2215","text":" Activate—Plant Speech 1 minute (manipulate) Frequency once per day; Effect The sandalwood fan casts speak with plants and translate for Fey and Muan on you. In addition to conversing with nearby plants, you can also communicate with any living plants you've spoken with in the past using this fan. These plants must either be on the same plane as you or on the Plane of Wood.","category":"action","rarity":"common","slug":"action-2215"},{"skill_mod":{},"summary":"You summon leaves that protect your allies and identify enemies. All allies and indifferent creatures within 30 feet of you gain lesser cover for 1 …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2216","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2216","text":" Activate—Cloud of Leaves Two Actions (manipulate) Frequency once per day; Effect You summon leaves that protect your allies and identify enemies. All allies and indifferent creatures within 30 feet of you gain lesser cover for 1 round, while enemies come under the effect of revealing light for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2216"},{"skill_mod":{},"summary":"You smash the spear into the ground or another nearby surface, shattering it into thousands of duskwood splinters in your choice of a 30-foot cone or …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2217","frequency":"once per day","weakness":{},"name":"","actions_number":4,"id":"action-2217","text":" Activate—Shatter Two Actions ; Frequency once per day; Effect You smash the spear into the ground or another nearby surface, shattering it into thousands of duskwood splinters in your choice of a 30-foot cone or a 10-foot emanation. Each creature in the area takes 12d6 piercing damage with a DC 30 basic Reflex save. A creature that fails also takes the same amount of persistent bleed damage as the spear deals on a hit. The spear regrows into its full form at the end of this turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2217"},{"skill_mod":{},"summary":"The armor makes you look like a wooden statue version of one of the creatures depicted on the armor for 1 hour. This is a 3rd-rank illusory …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2218","frequency":"once per day","weakness":{},"name":"","actions_number":4,"id":"action-2218","text":" Activate—Statue Disguise Two Actions ; Frequency once per day; Effect The armor makes you look like a wooden statue version of one of the creatures depicted on the armor for 1 hour. This is a 3rd-rank illusory disguise , but it can make you look like any creature depicted on the armor. This doesn't change your size or the capabilities of your body, and it scales the appearance of the creature to match yours. You can Dismiss the activation. This disguise is just real enough to make you somewhat closer to a creature of wood. You're affected by two spells while it lasts: oaken resilience and speak with plants . If you stand still, you gain a +2 item bonus to Deception checks and DCs to appear as an inanimate wooden statue, in addition to the status bonus to Deception from illusory disguise .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2218"},{"skill_mod":{},"summary":"You break the snap pea pod in half, unleashing its restorative healing energy. Up to 5 creatures of your choice within 30 feet regain 4d8+10 Hit …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2219","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2219","text":" Activate—Healing Pod Two Actions (concentrate, manipulate) Effect You break the snap pea pod in half, unleashing its restorative healing energy. Up to 5 creatures of your choice within 30 feet regain 4d8+10 Hit Points and gain a +2 item bonus to all saves against poisons or diseases for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2219"},{"skill_mod":{},"summary":"You plant the therapeutic snap peas in a square of open ground, after which they rapidly grow into a 10-foot-tall beanstalk that remains in place …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2220","weakness":{},"name":"10 minutes (manipulate)","id":"action-2220","text":" Activate—Beanstalk 10 minutes (manipulate) Effect You plant the therapeutic snap peas in a square of open ground, after which they rapidly grow into a 10-foot-tall beanstalk that remains in place for 8 hours. The beanstalk's enormous pea pods provide a full day's food for up to 8 living creatures of size Large or smaller, which must be eaten before the beanstalk expires. Any creature that eats the pea pods also immediately heals 30 Hit Points and can attempt a new saving throw against one poison or disease afflicting them.","category":"action","rarity":"common","slug":"action-2220"},{"skill_mod":{},"summary":"You cast timber .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2221","weakness":{},"name":"Cast a Spell","id":"action-2221","text":" Activate Cast a Spell Effect You cast timber .","category":"action","rarity":"common","slug":"action-2221"},{"skill_mod":{},"summary":"You cast wall of thorns .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2222","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2222","text":" Activate Cast a Spell Frequency once per day; Effect You cast wall of thorns .","category":"action","rarity":"common","slug":"action-2222"},{"skill_mod":{},"summary":"You cast 4th-rank wall of thorns .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2223","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2223","text":" Activate Cast a Spell Frequency once per day; Effect You cast 4th-rank wall of thorns .","category":"action","rarity":"common","slug":"action-2223"},{"skill_mod":{},"summary":"You cast petal storm .","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2224","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2224","text":" Activate Cast a Spell Frequency once per day; Effect You cast petal storm .","category":"action","rarity":"common","slug":"action-2224"},{"skill_mod":{},"summary":"You turn the discs to align symbols, creating a minute planar gateway as large as a keyhole. You can look through it to view a location in an …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2225","weakness":{},"name":"(manipulate, scrying, visual)","actions_number":4,"id":"action-2225","text":" Activate—Align to Plane Two Actions (manipulate, scrying, visual) Effect You turn the discs to align symbols, creating a minute planar gateway as large as a keyhole. You can look through it to view a location in an elemental plane. Each cipher connects to 12 locations on each elemental plane—typically large settlements. Anyone holding the cipher can understand the primary language of the plane the cipher is aligned to. A cipher of the planes can be used in place of a planar key for interplanar teleport and similar magic for travel to the plane it's aligned to. When it's used this way, you arrive unerringly at the location the cipher is aligned to.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2225"},{"skill_mod":{},"summary":"The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2226","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2226","text":" Activate—Elemental Spell Two Actions (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind , earth pummeling rubble , fire dehydrate , metal thunderstrike , water snowball , or wood flourishing flora .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2226"},{"skill_mod":{},"summary":"You raise the prism above your head and call upon the jann shuyookh to come to your aid. The shuyookh's face becomes visible in a reflection in the …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2227","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2227","text":" Activate—Jann's Light Two Actions (concentrate) Frequency once per day; Effect You raise the prism above your head and call upon the jann shuyookh to come to your aid. The shuyookh's face becomes visible in a reflection in the prism and light shines out from the prism, surrounding you in a multitude of colors. For 1 minute, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). The light coruscates with two colors chosen by the jann, and you gain resistance 5 to two damage types based on the colors chosen: red fire, orange acid, yellow electricity, green poison, blue sonic, indigo mental, or violet force.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2227"},{"skill_mod":{},"summary":"Select one of the three ancestry feats. You and each ally in a 10-foot-radius burst centered on you gain that feat and the dwarf trait for 1 minute.","primary_source":"Pathfinder #193: Mantle of Gold","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2228","frequency":"once per hour","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"envision","actions_number":2,"id":"action-2228","text":" Activate Single Action envision; Frequency once per hour; Effect Select one of the three ancestry feats. You and each ally in a 10-foot-radius burst centered on you gain that feat and the dwarf trait for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2228"},{"skill_mod":{},"summary":"The shield spews spores into one adjacent square, dealing persistent poison damage to all creatures in within it; a successful Fortitude save negates …","primary_source":"Pathfinder #193: Mantle of Gold","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #193: Mantle of Gold"],"trigger":"The shield is broken","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2229","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"manipulate","actions_number":1,"id":"action-2229","text":" Activate Reaction manipulate; Trigger The shield is broken; Effect The shield spews spores into one adjacent square, dealing persistent poison damage to all creatures in within it; a successful Fortitude save negates the damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2229"},{"skill_mod":{},"summary":"You draw negative energy from the triggering spell. You gain 10 temporary hit points that last for 1 hour.","primary_source":"Wake the Dead #2","primary_source_category":"Comics","source_category":["Comics"],"source":["Wake the Dead #2"],"trigger":"Your last action was to cast a necromancy spell prepared from this grimoire","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2230","frequency":"once per day","weakness":{},"name":"(concentrate, necromancy)","actions_number":1,"id":"action-2230","text":" Activate Reaction (concentrate, necromancy) Frequency once per day; Trigger Your last action was to cast a necromancy spell prepared from this grimoire; Effect You draw negative energy from the triggering spell. You gain 10 temporary hit points that last for 1 hour.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2230"},{"skill_mod":{},"summary":"You allow Kaivirris's corrupting influence over you to outwardly manifest. For 1 minute, your features adopt a cruel cast, and you radiate a palpable …","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2231","frequency":"once per day","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"command","actions_number":2,"id":"action-2231","text":" Activate Single Action command; Frequency once per day; Effect You allow Kaivirris's corrupting influence over you to outwardly manifest. For 1 minute, your features adopt a cruel cast, and you radiate a palpable aura of evil. During this time, you gain a +2 status bonus to Intimidation checks, and your Strikes deal an additional 1d6 evil damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2231"},{"skill_mod":{},"summary":"The demon's knot casts chilling darkness .","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2232","frequency":"once per day","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"command, Interact","actions_number":4,"id":"action-2232","text":" Activate Two Actions command, Interact; Frequency once per day; Effect The demon's knot casts chilling darkness .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2232"},{"skill_mod":{},"summary":"You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder …","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2233","frequency":"once per day","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"command","actions_number":4,"id":"action-2233","text":" Activate Two Actions command; Frequency once per day; Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2233"},{"skill_mod":{},"summary":"You play a specific tune on the horn. When you do, the other horn also plays the same tune, not matter how far away it is, as long as it is on the …","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2234","frequency":"once per round","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"Interact","actions_number":2,"id":"action-2234","text":" Activate Single Action Interact; Frequency once per round; Effect You play a specific tune on the horn. When you do, the other horn also plays the same tune, not matter how far away it is, as long as it is on the same plane.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2234"},{"skill_mod":{},"summary":"You wield the authority of Clan Taargick like a gavel, enforcing your word as law. You cast 1st-level command with a DC of 24.","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2235","frequency":"once per day","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"command","actions_number":2,"id":"action-2235","text":" Activate Single Action command; Frequency once per day; Effect You wield the authority of Clan Taargick like a gavel, enforcing your word as law. You cast 1st-level command with a DC of 24.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2235"},{"skill_mod":{},"summary":"You recall a fragment of the shadow magic that suffuses your target and wrap it around yourself like a caul. The triggering creature's saving throw …","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"trigger":"A target of a shadow spell you prepared from the grimoire critically fails a saving throw against the spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2236","frequency":"once per day","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"envision","actions_number":1,"id":"action-2236","text":" Activate Reaction envision; Frequency once per day; Trigger A target of a shadow spell you prepared from the grimoire critically fails a saving throw against the spell; Effect You recall a fragment of the shadow magic that suffuses your target and wrap it around yourself like a caul. The triggering creature's saving throw result is a failure, not a critical failure. For the next minute, you become concealed to all creatures and you are hidden from the triggering creature, regardless of what precise sense it has. If you use a hostile action against the triggering creature, you become only concealed to it (rather than hidden) at the end of the hostile action.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2236"},{"skill_mod":{},"summary":"By stamping your foot on the ground and calling out to spirits of stone, you summon a stone wall. This is a wall of stone , except that the wall is …","primary_source":"Pathfinder #195: Heavy is the Crown","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2237","frequency":"once per day","weakness":{},"source_group":["Sky King's Tomb"],"primary_source_group":"Sky King's Tomb","name":"command","actions_number":6,"id":"action-2237","text":" Activate Three Actions command; Frequency once per day; Effect By stamping your foot on the ground and calling out to spirits of stone, you summon a stone wall. This is a wall of stone , except that the wall is tied to your own life force. When the stone wall is damaged, you are damaged instead. If you are reduced to 0 HP, the wall is destroyed. The effect is dismissed if you move more than 30 feet away from the stone wall or if you spend a single action with the concentrate trait.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2237"},{"remaster_name":["(force, manipulate)"],"skill_mod":{},"summary":"By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shuriken-shaped bolt of force to fire at a target …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2238","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, Interact (force)","actions_number":2,"id":"action-2238","text":" Activate Single Action command, Interact (force) Frequency once per hour; Effect By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shuriken-shaped bolt of force to fire at a target within 60 feet that you can see. The shuriken hits automatically and deals 1d4+1 force damage, or 2d4+2 force damage if the target is your designated offender. If the target is within 30 feet, you can attempt to Demoralize the target as a free action after the shuriken strikes them.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2238"},{"remaster_name":["(concentrate, incapacitation, manipulate)"],"skill_mod":{},"summary":"You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2239","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, Interact (incapacitation)","actions_number":4,"id":"action-2239","text":" Activate Two Actions command, Interact (incapacitation) Frequency once per day; Effect You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex save. Critical Success The target is unaffected, and the manacles vanish. Success The manacles strike the target's legs but fail to latch properly. The target is flat-footed until the start of your next turn, at which point the manacles vanish. Failure The manacles lock on the target's legs, causing the target to take a –15-foot circumstance penalty to its Speeds for 1 minute, or until it Escapes or is freed by someone using Pick a Lock (DC 18), after which the manacles vanish. Critical Failure As failure, but the target is immobilized for as long as the manacles remain in place.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2239"},{"remaster_name":["(concentrate, divine, mental)"],"skill_mod":{},"summary":"Vengeful echoes of the fallen lance out into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a DC …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"trigger":"You score a critical hit against a fiend","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2240","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command (divine, enchantment, mental)","actions_number":0,"id":"action-2240","text":" Activate Free Action command (divine, enchantment, mental) Frequency once per day; Trigger You score a critical hit against a fiend; Effect Vengeful echoes of the fallen lance out into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature becomes distracted by vengeful spirits and becomes flat-footed until the start of your next turn. Failure As success, but the creature is also slowed 1 for 1 round. Critical Failure As failure, but the creature is slowed 1 for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2240"},{"remaster_name":["(concentrate, light, manipulate)"],"skill_mod":{},"summary":"With a wave of the cloak to the left, you cause the image of the lantern-holding companion on the cloak to vanish. A floating red lantern appears at …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You don't have the umbrella activation of this cloak active","source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2241","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, envision, Interact (evocation, light)","actions_number":6,"id":"action-2241","text":" Activate Three Actions command, envision, Interact (evocation, light) Frequency once per day; Requirements You don't have the umbrella activation of this cloak active; Effect With a wave of the cloak to the left, you cause the image of the lantern-holding companion on the cloak to vanish. A floating red lantern appears at your side and follows you at an arm's length while casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. For 1 hour, while the light from this lantern is active, you gain a +1 item bonus to Diplomacy checks. You can Activate the cloak again to dismiss the torch.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2241"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You don't have the lantern activation of this cloak active","source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2242","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, envision, Interact (abjuration)","actions_number":6,"id":"action-2242","text":" Activate Three Actions command, envision, Interact (abjuration) Frequency once per day; Requirements You don't have the lantern activation of this cloak active; Effect With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper umbrella appears above you and follows you, shielding you from weather effects, such as rain or bright sunlight. For 1 hour, while this umbrella is active, you gain a +1 item bonus to Survival checks. You can Activate the cloak again to dismiss the umbrella.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2242"},{"remaster_name":["(concentrate, morph)"],"skill_mod":{},"summary":"You focus on the hood's magic, and then gain the effects of 1st-level illusory disguise , though it's a transmutation effect rather than an …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2243","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision (transmutation)","actions_number":4,"id":"action-2243","text":" Activate Two Actions envision (transmutation) Frequency once per day; Effect You focus on the hood's magic, and then gain the effects of 1st-level illusory disguise , though it's a transmutation effect rather than an illusion.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2243"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You make the tattoo visible. You can use this activation again to make the tattoo not visible, unless you have the doomed condition.","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your tattoo isn't currently visible","source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2244","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision (transmutation)","actions_number":2,"id":"action-2244","text":" Activate Single Action envision (concentrate) Requirements Your tattoo isn't currently visible; Effect You make the tattoo visible. You can use this activation again to make the tattoo not visible, unless you have the doomed condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2244"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"trigger":"An undead creature detects you for the first time","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2245","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision (transmutation)","actions_number":1,"id":"action-2245","text":" Activate Reaction envision (concentrate) Frequency once per day; Trigger An undead creature detects you for the first time; Effect The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the triggering undead creature's Perception DC. On a success, the triggering undead believes you're undead as well—a mindless undead is likely to ignore you, while a sapient undead might react with curiosity or confusion. You can continue attempting Deception checks each round as a single action to Sustain the effect for up to 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2245"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You draw upon Ugly Cute's latent spiritual energy to infuse the gauntlet with forceful power. For 1 minute, Ugly Cute's gift gains the advantages of …","primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2246","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, Interact","actions_number":4,"id":"action-2246","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You draw upon Ugly Cute's latent spiritual energy to infuse the gauntlet with forceful power. For 1 minute, Ugly Cute's gift gains the advantages of a ghost touch property rune and deals an additional 2 force damage on a successful Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2246"},{"skill_mod":{},"primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"trigger":"A creature with the animal trait successfully Strikes you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2247","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":1,"id":"action-2247","text":" Activate Reaction envision; Trigger A creature with the animal trait successfully Strikes you.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2247"},{"skill_mod":{},"primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #196: The Summer That Never Was"],"trigger":"You critically succeed at an attack roll with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2248","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":0,"id":"action-2248","text":" Activate Free Action envision; Trigger You critically succeed at an attack roll with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2248"},{"skill_mod":{},"primary_source":"Pathfinder #196: The Summer That Never Was","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're trained in Survival ","source":["Pathfinder #196: The Summer That Never Was"],"trigger":"You critically fail an attempt to Sense Direction ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2249","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":0,"id":"action-2249","text":" Activate Free Action envision; Trigger You critically fail an attempt to Sense Direction; Requirements You're trained in Survival; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2249"},{"skill_mod":{},"primary_source":"Rusthenge","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Rusthenge"],"trigger":"You attempt a saving throw against a disease or poison .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2250","weakness":{},"source_group":["Rusthenge"],"primary_source_group":"Rusthenge","name":"command","actions_number":0,"id":"action-2250","text":" Activate Free Action command; Trigger You attempt a saving throw against a disease or poison.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2250"},{"skill_mod":{},"summary":"You expend a number of charges from the Horn of Rust to cast a spell from the following list. Cantrip divine lance (chaotic or evil damage …","primary_source":"Rusthenge","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Rusthenge"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2251","weakness":{},"source_group":["Rusthenge"],"primary_source_group":"Rusthenge","name":"Cast a Spell","id":"action-2251","text":" Activate Cast a Spell; Effect You expend a number of charges from the Horn of Rust to cast a spell from the following list. Cantrip divine lance (chaotic or evil damage only) 1st noxious vapors 2nd shatter 3rd stinking cloud ","category":"action","rarity":"common","slug":"action-2251"},{"skill_mod":{},"summary":"You blow on the horn to unleash a swirling aura of jagged, rusty metal shards that orbit you in a 5-foot emanation for 1 minute. The shards grant you …","primary_source":"Rusthenge","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Rusthenge"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2252","frequency":"once per hour","weakness":{},"source_group":["Rusthenge"],"primary_source_group":"Rusthenge","name":"envision, Interact","actions_number":4,"id":"action-2252","text":" Activate Two Actions envision, Interact; Frequency once per hour; Effect You blow on the horn to unleash a swirling aura of jagged, rusty metal shards that orbit you in a 5-foot emanation for 1 minute. The shards grant you a +1 item bonus to AC. Creatures and objects that begin their turn in this area take 6d6 slashing damage from the shards (DC 19 basic Reflex save). A creature damaged by this aura is exposed to a potent form of tetanus that has a level equal to the Horn of Rust's level and has a DC 19 Fortitude save. Worshippers of Xar-Azmak are immune to this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2252"},{"skill_mod":{},"summary":"You place the horn's bell against a diseased creature and then inhale into the mouthpiece rather than blow into it. The horn attempts to draw out the …","primary_source":"Rusthenge","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Rusthenge"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2253","frequency":"once per day","weakness":{},"source_group":["Rusthenge"],"primary_source_group":"Rusthenge","name":"envision, Interact","actions_number":4,"id":"action-2253","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You place the horn's bell against a diseased creature and then inhale into the mouthpiece rather than blow into it. The horn attempts to draw out the disease, casting a remove disease spell to your specification with a counteract modifier of +11. If the Horn of Rust succeeds at countering a disease, it gains a number of charges equal to half the disease's level (rounded down, minimum 1). If it critically fails, not only is the disease not countered, but you are exposed to the disease and must attempt a saving throw against it to resist contracting the affliction.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2253"},{"skill_mod":{},"summary":"Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"trigger":"You attempt a saving throw against a magical effect, but you haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2254","weakness":{},"name":"Call on Ancient Blood","actions_number":1,"id":"action-2254","text":" Call on Ancient Blood Reaction Source Player Core pg. 43 Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet. --- Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2254"},{"skill_mod":{},"summary":"You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will …","primary_source":"Player Core","trait_group":["Affliction","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2255","frequency":"once per day","weakness":{},"name":"Jinx","trait":["Curse","Occult"],"actions_number":4,"id":"action-2255","text":" Jinx Two Actions Source Player Core pg. 59 Frequency once per day --- You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw against your class DC or spell DC, whichever is higher. Success The target is unaffected and temporarily immune for 24 hours. Failure The target is clumsy 1 for 1 minute. Critical Failure The target is clumsy 2 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2255"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"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.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2256","weakness":{},"name":"Reactive Strike","actions_number":1,"id":"action-2256","text":" Reactive Strike Reaction Source Player Core pg. 138 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2256"},{"skill_mod":{},"summary":"You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be …","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2257","weakness":{},"name":"Hunt Prey","legacy_id":["action-10"],"trait":["Concentrate","Ranger"],"actions_number":2,"id":"action-2257","text":" Hunt Prey Single Action Source Player Core pg. 154 --- You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2257"},{"skill_mod":{},"summary":"You apply one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status …","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"trigger":"Your Strike hits an off-guard creature and deals damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2258","weakness":{},"name":"Debilitating Strike","trait":["Rogue"],"actions_number":0,"id":"action-2258","text":" Debilitating Strike Free Action Source Player Core pg. 168 Trigger Your Strike hits an off-guard creature and deals damage. --- You apply one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1. ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2258"},{"skill_mod":{},"summary":"The target attempts a Fortitude save against your class DC. It then becomes temporarily immune to your Master Strike for 1 day.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"trigger":"Your Strike hits an off-guard creature and deals damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2259","weakness":{},"name":"Master Strike","legacy_id":["action-12"],"trait":["Incapacitation","Rogue"],"actions_number":0,"id":"action-2259","text":" Master Strike Free Action Source Player Core pg. 169 Trigger Your Strike hits an off-guard creature and deals damage. --- The target attempts a Fortitude save against 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).","category":"action","actions":"Free Action","rarity":"common","slug":"action-2259"},{"skill_mod":{},"summary":"You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without …","primary_source":"Player Core","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your bonded item is on your person.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2260","frequency":"once per day","weakness":{},"name":"Drain Bonded Item","legacy_id":["action-13"],"trait":["Arcane","Wizard"],"actions_number":0,"id":"action-2260","text":" Drain Bonded Item Free Action Source Player Core pg. 197 Frequency once per day Requirements Your bonded item is on your person. --- You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2260"},{"skill_mod":{},"summary":"( manipulate ) You arrange your bones into the form of a Small or medium humanoid's skeleton. This doesn't change your normal Speeds, Strikes, or …","primary_source":"Wake the Dead #4","primary_source_category":"Comics","source_category":["Comics"],"source":["Wake the Dead #4"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2261","weakness":{},"name":"Rearrange Bones","actions_number":2,"id":"action-2261","text":" Rearrange Bones Single Action Source Wake the Dead #4 pg. 28 --- (manipulate) You arrange your bones into the form of a Small or medium humanoid's skeleton. This doesn't change your normal Speeds, Strikes, or senses. If you are wearing heavy clothing or impersonating a skeleton, this counts as setting up a disguise for the Impersonate use of Deception, and grants a +1 status bonus to those Deception checks.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2261"},{"skill_mod":{},"summary":"The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"A spell targets you or includes you in its area","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2263","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2263","text":" Activate—Antimagic Armor Reaction (concentrate) Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2263"},{"skill_mod":{},"summary":"With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2264","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2264","text":" Activate—Go Invisible Single Action (concentrate) Frequency once per day; Effect With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2264"},{"skill_mod":{},"summary":"You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. Only …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2265","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2265","text":" Activate—Costume Change Single Action (concentrate) Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 25.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2265"},{"skill_mod":{},"summary":"The armor casts your choice of enlarge or shrink on you.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2266","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2266","text":" Activate—Change Size Single Action (concentrate) Frequency once per day; Effect The armor casts your choice of enlarge or shrink on you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2266"},{"skill_mod":{},"summary":"You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2267","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2267","text":" Activate—Take to the Skies Two Actions (concentrate, manipulate) Frequency once per hour; Effect You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2267"},{"skill_mod":{},"summary":"You cast a 2nd-rank thunderstrike with a DC of 29.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2269","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2269","text":" Activate—Unleash Charge Two Actions (manipulate) Frequency once per hour; Effect You cast a 2nd-rank thunderstrike with a DC of 29.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2269"},{"skill_mod":{},"summary":"Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2271","weakness":{},"name":"Frightening Display","actions_number":2,"id":"action-2271","text":" Frightening Display Single Action Source Player Core pg. 206 --- Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While frightened by this ability, the target is off-guard to your ape.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2271"},{"skill_mod":{},"summary":"The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals 2d6 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2272","weakness":{},"name":"Throw Rock","actions_number":2,"id":"action-2272","text":" Throw Rock Single Action Source Player Core pg. 206 --- The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals 2d6 bludgeoning (3d6 for a specialized companion) damage with a range increment of 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2272"},{"skill_mod":{},"summary":"The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious , …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The badger isn’t fatigued or raging.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2273","weakness":{},"name":"Badger Rage","trait":["Concentrate","Emotion","Mental"],"actions_number":2,"id":"action-2273","text":" Badger Rage Single Action Source Player Core pg. 207 Requirements The badger isn’t fatigued or raging. --- The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways. It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks. It takes a –1 penalty to AC. It can't use actions that have the concentrate trait. The animal companion can Seek even while raging. After it has stopped raging, it can't use Badger Rage again for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2273"},{"skill_mod":{},"summary":"The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2274","weakness":{},"name":"Wing Thrash","actions_number":4,"id":"action-2274","text":" Wing Thrash Two Actions Source Player Core pg. 207 --- The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2274"},{"skill_mod":{},"summary":"The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed , as if the bear had successfully …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The bear’s last action was a successful claw Strike.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2275","weakness":{},"name":"Bear Hug","actions_number":2,"id":"action-2275","text":" Bear Hug Single Action Source Player Core pg. 207 Requirements The bear’s last action was a successful claw Strike. --- The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2275"},{"skill_mod":{},"summary":"The bird Flies and makes a talon Strike at any point along the way. ","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2276","weakness":{},"name":"Flyby Attack","actions_number":4,"id":"action-2276","text":" Flyby Attack Two Actions Source Player Core pg. 208 --- The bird Flies and makes a talon Strike at any point along the way. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2276"},{"skill_mod":{},"summary":"The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2277","weakness":{},"name":"Boar Charge","actions_number":4,"id":"action-2277","text":" Boar Charge Two Actions Source Player Core pg. 208 --- The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2277"},{"skill_mod":{},"summary":"The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2278","weakness":{},"name":"Cat Pounce","trait":["Flourish"],"actions_number":2,"id":"action-2278","text":" Cat Pounce Single Action Source Player Core pg. 208 --- The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2278"},{"skill_mod":{},"summary":"The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The crocodile has a creature grabbed .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2279","weakness":{},"name":"Death Roll","actions_number":2,"id":"action-2279","text":" Death Roll Single Action Source Player Core pg. 208 Requirements The crocodile has a creature grabbed. --- The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2279"},{"skill_mod":{},"summary":"The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2280","weakness":{},"name":"Darting Attack","trait":["Flourish"],"actions_number":2,"id":"action-2280","text":" Darting Attack Single Action Source Player Core pg. 209 --- The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2280"},{"skill_mod":{},"summary":"The horse Strides twice at a +10-foot circumstance bonus to Speed.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2281","weakness":{},"name":"Gallop","trait":["Move"],"actions_number":4,"id":"action-2281","text":" Gallop Two Actions Source Player Core pg. 209 --- The horse Strides twice at a +10-foot circumstance bonus to Speed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2281"},{"skill_mod":{},"summary":"The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area ( basic …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2282","frequency":"once per hour","weakness":{},"name":"Fire Breath","actions_number":4,"id":"action-2282","text":" Fire Breath Two Actions Source Player Core pg. 209 Frequency once per hour --- The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2282"},{"skill_mod":{},"summary":"The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2283","weakness":{},"name":"Grab and Sting","actions_number":4,"id":"action-2283","text":" Grab and Sting Two Actions Source Player Core pg. 210 --- The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2283"},{"skill_mod":{},"summary":"The shark viciously rips into the wound. The target of the shark’s Strike takes 2d8 slashing damage (3d8 for a specialized companion).","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The shark hit with a jaws Strike on its most recent action this turn. ","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2284","weakness":{},"name":"Shred","actions_number":2,"id":"action-2284","text":" Shred Single Action Source Player Core pg. 210 Requirements The shark hit with a jaws Strike on its most recent action this turn. --- The shark viciously rips into the wound. The target of the shark’s Strike takes 2d8 slashing damage (3d8 for a specialized companion).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2284"},{"skill_mod":{},"summary":"The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save against your class DC. If the snake …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The snake has a smaller creature grabbed .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2285","weakness":{},"name":"Constrict","actions_number":2,"id":"action-2285","text":" Constrict Single Action Source Player Core pg. 210 Requirements The snake has a smaller creature grabbed. --- The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save against your class DC. If the snake is a specialized animal companion, increase this damage to 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2285"},{"skill_mod":{},"summary":"The wolf automatically knocks the target of its jaws Strike prone .","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The animal companion’s last action was a successful jaws Strike.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2286","weakness":{},"name":"Takedown","actions_number":2,"id":"action-2286","text":" Takedown Single Action Source Player Core pg. 210 Requirements The animal companion’s last action was a successful jaws Strike. --- The wolf automatically knocks the target of its jaws Strike prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2286"},{"skill_mod":{},"summary":"The lions on your armor roar, attempting to cow your enemies. Attempt a check to Demoralize each enemy within 30 feet of you. On a critical …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2287","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2287","text":" Activate—Roar of the Pride Two Actions (concentrate) Frequency once per day; Effect The lions on your armor roar, attempting to cow your enemies. Attempt a check to Demoralize each enemy within 30 feet of you. On a critical success, the target is also fleeing for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2287"},{"skill_mod":{},"summary":"The armor’s gemstone turns gray as it shares life energy with you. The armor casts breath of life on you.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You would die","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2288","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2288","text":" Activate—Second Chance Reaction (concentrate) Frequency once per day; Trigger You would die; Effect The armor’s gemstone turns gray as it shares life energy with you. The armor casts breath of life on you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2288"},{"skill_mod":{},"summary":"You tap on the gemstone, producing a protective screen of green light. You cast a 5th-rank shield spell. As normal with the spell, you can’t cast …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2289","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2289","text":" Activate—Shielding Light Two Actions (concentrate, manipulate) Effect You tap on the gemstone, producing a protective screen of green light. You cast a 5th-rank shield spell. As normal with the spell, you can’t cast shield again (using this activation or other means) for 10 minutes if you use it to Shield Block.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2289"},{"skill_mod":{},"summary":" Effect You gain resistance to that damage equal to half your level (minimum 1).","primary_source":"Wake the Dead #5","primary_source_category":"Comics","source_category":["Comics"],"source":["Wake the Dead #5"],"trigger":"You take damage from an effect with the death or negative trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2290","frequency":"once per day","weakness":{},"name":"Inured to Death","actions_number":1,"id":"action-2290","text":" Inured to Death Reaction Source Wake the Dead #5 pg. 24 Frequency once per day Trigger You take damage from an effect with the death or negative trait --- Effect You gain resistance to that damage equal to half your level (minimum 1).","category":"action","actions":"Reaction","rarity":"common","slug":"action-2290"},{"skill_mod":{},"summary":" Effect The creature is targeted with death knell (DC 20).","primary_source":"Wake the Dead #5","primary_source_category":"Comics","source_category":["Comics"],"requirement":"Your previous action was a weapon Strike that reduce a living creature to 0 HP","source":["Wake the Dead #5"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2291","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-2291","text":" envision Single Action Source Wake the Dead #5 pg. 24 Frequency once per day Requirements Your previous action was a weapon Strike that reduce a living creature to 0 HP --- Effect The creature is targeted with death knell (DC 20).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2291"},{"skill_mod":{},"summary":"You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The ally is willing to accept your aid, and you have prepared to help (see below).","source":["Player Core"],"trigger":"An ally is about to use an action that requires a skill check or attack roll.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2292","weakness":{},"name":"Aid","legacy_id":["action-75"],"actions_number":1,"id":"action-2292","text":" Aid Reaction Source Player Core pg. 416 Trigger An ally is about to use an action that requires a skill check or attack roll. Requirements The ally is willing to accept your aid, and you have prepared to help (see below). --- You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally. When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls. Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4. Success You grant your ally a +1 circumstance bonus to the triggering check. Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2292"},{"skill_mod":{},"summary":"You move 5 feet by crawling and continue to stay prone.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are prone and your Speed is at least 10 feet.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2293","weakness":{},"name":"Crawl","legacy_id":["action-76"],"trait":["Move"],"actions_number":2,"id":"action-2293","text":" Crawl Single Action Source Player Core pg. 416 Requirements You are prone and your Speed is at least 10 feet. --- You move 5 feet by crawling and continue to stay prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2293"},{"skill_mod":{},"summary":"You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"trigger":"Your turn begins.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2294","weakness":{},"name":"Delay","legacy_id":["action-77"],"actions_number":0,"id":"action-2294","text":" Delay Free Action Source Player Core pg. 416 Trigger Your turn begins. --- You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2294"},{"skill_mod":{},"summary":"You fall prone .","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2295","weakness":{},"name":"Drop Prone","legacy_id":["action-78"],"trait":["Move"],"actions_number":2,"id":"action-2295","text":" Drop Prone Single Action Source Player Core pg. 416 --- You fall prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2295"},{"skill_mod":{},"summary":"You attempt to escape from being grabbed , immobilized , or restrained . Choose one creature, object, spell effect, hazard, or other impediment …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2296","weakness":{},"name":"Escape","legacy_id":["action-79"],"trait":["Attack"],"actions_number":2,"id":"action-2296","text":" Escape Single Action Source Player Core pg. 416 --- You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2296"},{"skill_mod":{},"summary":"You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2297","weakness":{},"name":"Interact","legacy_id":["action-80"],"trait":["Manipulate"],"actions_number":2,"id":"action-2297","text":" Interact Single Action Source Player Core pg. 416 --- You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2297"},{"skill_mod":{},"summary":"You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump . …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2298","weakness":{},"name":"Leap","legacy_id":["action-81"],"trait":["Move"],"actions_number":2,"id":"action-2298","text":" Leap Single Action Source Player Core pg. 417 --- You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump. Horizontal Jump 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). You can't make a horizontal Leap if your Speed is less than 15 feet. Vertical Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2298"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2299","weakness":{},"name":"Ready","legacy_id":["action-82"],"trait":["Concentrate"],"actions_number":4,"id":"action-2299","text":" Ready Two Actions Source Player Core pg. 417 --- 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2299"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2300","weakness":{},"name":"Release","legacy_id":["action-83"],"trait":["Manipulate"],"actions_number":0,"id":"action-2300","text":" Release Free Action Source Player Core pg. 417 --- 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 Reactive Strike). If you want to prepare to Release something outside of your turn, use the Ready activity.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2300"},{"skill_mod":{},"summary":"You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2301","weakness":{},"name":"Seek","legacy_id":["action-84"],"trait":["Concentrate","Secret"],"actions_number":2,"id":"action-2301","text":" Seek Single Action Source Player Core pg. 417 --- You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek 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 Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against. Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2301"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2302","weakness":{},"name":"Sense Motive","legacy_id":["action-85"],"trait":["Concentrate","Secret"],"actions_number":2,"id":"action-2302","text":" Sense Motive Single Action Source Player Core pg. 417 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2302"},{"skill_mod":{},"summary":"You stand up from being prone .","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2303","weakness":{},"name":"Stand","legacy_id":["action-86"],"trait":["Move"],"actions_number":2,"id":"action-2303","text":" Stand Single Action Source Player Core pg. 418 --- You stand up from being prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2303"},{"skill_mod":{},"summary":"You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike , that can be triggered by …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your Speed is at least 10 feet.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2304","weakness":{},"name":"Step","legacy_id":["action-87"],"trait":["Move"],"actions_number":2,"id":"action-2304","text":" Step Single Action Source Player Core pg. 418 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 Reactive Strike, 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2304"},{"skill_mod":{},"summary":"You move up to your Speed .","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2305","weakness":{},"name":"Stride","legacy_id":["action-88"],"trait":["Move"],"actions_number":2,"id":"action-2305","text":" Stride Single Action Source Player Core pg. 418 --- You move up to your Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2305"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2306","weakness":{},"name":"Strike","legacy_id":["action-89"],"trait":["Attack"],"actions_number":2,"id":"action-2306","text":" Strike Single Action Source Player Core pg. 418 --- 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 an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect. Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage). Success You make a damage roll according to the weapon or unarmed attack and deal damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2306"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are benefiting from standard cover , are near a feature that allows you to take cover, or are prone .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2307","weakness":{},"name":"Take Cover","legacy_id":["action-90"],"actions_number":2,"id":"action-2307","text":" Take Cover Single Action Source Player Core pg. 418 Requirements You are benefiting from standard 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 standard cover (a +2 circumstance bonus instead). If you're prone, you gain greater cover against ranged attacks. Take Cover lasts until you move from your current space, use an attack action, become unconscious, or end it as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2307"},{"skill_mod":{},"summary":"You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Player Core"],"trigger":"You fall.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2308","weakness":{},"name":"Arrest a Fall","legacy_id":["action-91"],"actions_number":1,"id":"action-2308","text":" Arrest a Fall Reaction Source Player Core pg. 418 Trigger You fall. Requirements You have a fly Speed. --- You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances. Success You take no damage from the fall.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2308"},{"skill_mod":{},"summary":"You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2309","weakness":{},"name":"Avert Gaze","legacy_id":["action-92"],"actions_number":2,"id":"action-2309","text":" Avert Gaze Single Action Source Player Core pg. 419 --- You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2309"},{"skill_mod":{},"summary":"You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a burrow Speed.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2310","weakness":{},"name":"Burrow","legacy_id":["action-93"],"trait":["Move"],"actions_number":2,"id":"action-2310","text":" Burrow Single Action Source Player Core pg. 419 Requirements You have a burrow Speed. --- You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2310"},{"skill_mod":{},"summary":"You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2311","weakness":{},"name":"Dismiss","legacy_id":["action-74"],"trait":["Concentrate"],"actions_number":2,"id":"action-2311","text":" Dismiss Single Action Source Player Core pg. 419 --- You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2311"},{"skill_mod":{},"summary":"You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain . You …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2312","weakness":{},"name":"Fly","legacy_id":["action-94"],"trait":["Move"],"actions_number":2,"id":"action-2312","text":" Fly Single Action Source Player Core pg. 419 Requirements You have a fly Speed. --- You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2312"},{"skill_mod":{},"summary":"When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your hands are not tied behind your back or otherwise restrained","source":["Player Core"],"trigger":"You fall from or past an edge or handhold.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2313","weakness":{},"name":"Grab an Edge","legacy_id":["action-95"],"trait":["Manipulate"],"actions_number":1,"id":"action-2313","text":" Grab an Edge Reaction Source Player Core pg. 419 Trigger You fall from or past an edge or handhold. Requirements Your hands are not tied behind your back or otherwise restrained --- When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics. Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check. Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2313"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2314","weakness":{},"name":"Mount","legacy_id":["action-96"],"trait":["Move"],"actions_number":2,"id":"action-2314","text":" Mount Single Action Source Player Core pg. 419 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2314"},{"skill_mod":{},"summary":"You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A creature is undetected by one or more of your allies but isn't undetected by you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2315","weakness":{},"name":"Point Out","legacy_id":["action-97"],"trait":["Auditory","Manipulate","Visual"],"actions_number":2,"id":"action-2315","text":" Point Out Single Action Source Player Core pg. 419 Requirements A creature is undetected by one or more of your allies but isn't undetected by you. --- You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2315"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2316","weakness":{},"name":"Raise a Shield","legacy_id":["action-98"],"actions_number":2,"id":"action-2316","text":" Raise a Shield Single Action Source Player Core pg. 419 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2316"},{"legacy_name":["Sustain a Spell"],"skill_mod":{},"summary":"Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2317","weakness":{},"name":"Sustain","legacy_id":["action-73"],"trait":["Concentrate"],"actions_number":2,"id":"action-2317","text":" Sustain Single Action Source Player Core pg. 419 --- Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes. An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit. If your Sustain action is disrupted, the ability ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2317"},{"skill_mod":{},"summary":"The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2318","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2318","text":" Activate—Float Single Action (manipulate) Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2318"},{"skill_mod":{},"summary":"The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2322","frequency":"once per day","weakness":{},"name":"(concentrate, force)","actions_number":2,"id":"action-2322","text":" Activate—Force Bubble Single Action (concentrate, force) Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The activation ends if you cease holding the shield. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2322"},{"skill_mod":{},"summary":"The attacking creature takes 2d6 fire damage.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You use the forge warden to Shield Block an adjacent creature's attack, and the shield takes damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2324","weakness":{},"name":"(concentrate, fire)","actions_number":0,"id":"action-2324","text":" Activate—Forge Fire Free Action (concentrate, fire) Trigger You use the forge warden to Shield Block an adjacent creature's attack, and the shield takes damage; Effect The attacking creature takes 2d6 fire damage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2324"},{"skill_mod":{},"summary":"You animate the lion's head, making a melee Strike with it. The shield's biting maw is a martial melee weapon that deals 2d6 piercing damage and has …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your Shield is raised","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2328","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-2328","text":" Activate—Lion's Bite Free Action (manipulate) Frequency once per day; Requirements Your Shield is raised; Effect You animate the lion's head, making a melee Strike with it. The shield's biting maw is a martial melee weapon that deals 2d6 piercing damage and has the deadly d6 trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2328"},{"skill_mod":{},"summary":"The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the atack hasn't yet rolled their attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2329","frequency":"once per minute","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2329","text":" Activate—Attact Projectile Reaction (manipulate) Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the atack hasn't yet rolled their attack; Effect The triggering Strike targets you instead of its normal target. If it hits, you gain the effects of the Shield Block reaction.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2329"},{"skill_mod":{},"summary":"You attempt to reflect the spell on its caster. The shield attempts to counteract the spell, with a counteract rank of 9th and a counteract …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The reflecting shield is raised ","source":["GM Core"],"trigger":"You're targetd by a spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2331","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2331","text":" Activate—Reflect Spell Reaction (concentrate) Frequency once per day; Trigger You're targetd by a spell; Requirements The reflecting shield is raised ; Effect You attempt to reflect the spell on its caster. The shield attempts to counteract the spell, with a counteract rank of 9th and a counteract modifier of +30. If the spell is successfully counteracted, it's turned back on its caster. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2331"},{"skill_mod":{},"summary":"You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it's a martial ranged weapon with a range increment …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2333","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2333","text":" Activate—Fire Spine Single Action (manipulate) Effect You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it's a martial ranged weapon with a range increment of 120 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2333"},{"skill_mod":{},"summary":"\nYou Release the weapon and it flutters through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2336","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2336","text":" Activate—Set Free Two Actions (concentrate, manipulate) Effect You Release the weapon and it flutters through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach. The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its Fly actions don't trigger reactions. While it's activated, an animated weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon's normal damage but has a +0 Strength modifier. The weapon's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be activated or benefit from any of your abilities while animated. Each round, when the weapon finishes using its actions, attempt a DC 6 flat check. On a failure, the activation ends. The weapon falls to the ground and can't be Set Free again for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2336"},{"skill_mod":{},"summary":"You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2337","weakness":{},"name":"(concentrate, light)","actions_number":2,"id":"action-2337","text":" Activate—Shine Bright Single Action (concentrate, light) Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2337"},{"skill_mod":{},"summary":"You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2339","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2339","text":" Activate—Extend Two Actions (manipulate) Effect You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2339"},{"skill_mod":{},"summary":"You regain HP equal to double the unholy creature's level","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You critically succeed at a Strike against an unholy creature with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2340","frequency":"once per day","weakness":{},"name":"(concentrate, healing, vitality)","actions_number":1,"id":"action-2340","text":" Activate—Holy Healing Reaction concentrate, healing, vitality Frequency once per day; Trigger You critically succeed at a Strike against an unholy creature with the weapon; Effect You regain HP equal to double the unholy creature's level","category":"action","actions":"Reaction","rarity":"common","slug":"action-2340"},{"skill_mod":{},"summary":"The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2342","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2342","text":" Activate—Shift Weapon Single Action (manipulate) Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply. The weapons a shifting weapon can turn into are based on the base attributes of the weapon, so reference the weapon's Hands entry in the weapons table to see what it can turn into. For example, a bastard sword requires one hand, even though it gets a benefit in two hands from the two-hand trait. Therefore, a shifting bastard sword could turn into a longsword, but not a greatsword. Activating this rune doesn't change how many hands you're currently using to hold the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2342"},{"skill_mod":{},"summary":"Make a Strike with the weapon. You expend the stored spell as part of this Strike; this empties the spell from the weapon and allows a spell to be …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A spell is stored in the weapon","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2344","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2344","text":" Activate—Channeled Release Two Actions (concentrate) Requirements A spell is stored in the weapon; Effect Make a Strike with the weapon. You expend the stored spell as part of this Strike; this empties the spell from the weapon and allows a spell to be cast into it again. If the Strike hits, the spell targets the target of the attack. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2344"},{"skill_mod":{},"summary":"Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2345","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2345","text":" Activate—Safe Release Single Action (concentrate) Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2345"},{"skill_mod":{},"summary":"The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You critically succeed at an attack\r\nroll against a holy creature with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2346","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2346","text":" Activate—Unholy Bloodshed Reaction (concentrate) Frequency once per day; Trigger You critically succeed at an attack roll against a holy creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2346"},{"skill_mod":{},"summary":"The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You roll a natural 20 on a Strike with the weapon against a creature that has a head, critically succeed, and deal slashing damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2348","weakness":{},"name":"(concentrate, death, incapacitation)","actions_number":1,"id":"action-2348","text":" Activate—Snicker-Snack Reaction (concentrate, death, incapacitation) Trigger You roll a natural 20 on a Strike with the weapon against a creature that has a head, critically succeed, and deal slashing damage; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2348"},{"skill_mod":{},"summary":"You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2349","frequency":"once per day","weakness":{},"name":"(manipulate, sonic)","actions_number":4,"id":"action-2349","text":" Activate—Unleash Roar Two Actions (manipulate,sonic) Frequency once per day; Effect You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot cone takes 4d6 sonic damage (DC 21 basic Fortitude save). Any creature that fails is deafened for 1 round, or 1 hour on a critical failure. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2349"},{"skill_mod":{},"summary":"You supplicate yourself to your deity, and the chaplain's cudgel becomes a conduit for their power. It transforms into your deity’s favored weapon, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You worship a deity","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2350","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2350","text":" Activate—Bow to a Higher Power Single Action (concentrate) Requirements You worship a deity; Effect You supplicate yourself to your deity, and the chaplain's cudgel becomes a conduit for their power. It transforms into your deity’s favored weapon, as the shifting rune except that it functions even if the favored weapon is a ranged weapon, a weapon requiring two hands, or both. Etchings of your deity’s religious symbol and other divine depictions spread across the weapon from end to end. This lasts until this activation is used again. While the weapon is attuned to you in this way, you get the following benefits. If you have the holy or unholy trait, you can add that trait to Strikes you make with the weapon. Whenever you cast a divine spell that takes 2 actions or more to cast, the next Strike you make with this weapon before the end of your next turn gets a status bonus to its damage roll equal to the weapon's number of damage dice. Casting a spell matching the options from your deity's divine font grants this benefit no matter how many actions you spent casting it. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2350"},{"skill_mod":{},"summary":"You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident's …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2351","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2351","text":" Activate—Fluid Length Single Action (manipulate) Effect You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident's normal thrown trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2351"},{"skill_mod":{},"summary":"You shoot an arrow thrumming with the song of the bow. Make a Strike with the bow that deals damage as normal. As long as the Strike isn't a critical …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2352","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2352","text":" Activate—Song of the Bow Two Actions (concentrate) Frequency once per day; Effect You shoot an arrow thrumming with the song of the bow. Make a Strike with the bow that deals damage as normal. As long as the Strike isn't a critical failure, the arrow explodes in a 20-foot emanation around your target, dealing 5d10 sonic damage to creatures in the area, including the target, with a DC 28 basic Fortitude save. Any creature that critically fails is deafened for 1 minute. If any creature in the area is undetected or unnoticed by you, you learn its location, making it hidden to you instead. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2352"},{"skill_mod":{},"summary":"You swing the icicle into the area of an ongoing magical fire, and the spear attempts to counteract the fire with a counteract modifier of +27. …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2354","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2354","text":" Activate—Quench Flames Two Actions (concentrate, manipulate) Effect You swing the icicle into the area of an ongoing magical fire, and the spear attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2354"},{"skill_mod":{},"summary":"The icicle grows rapidly, piercing creatures in a 30-foot line. Each creature in the area takes 11d6 cold damage with a DC 35 Reflex save. A …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2355","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2355","text":" Activate—Ice Spike Two Actions (concentrate, manipulate) Frequency once per day; Effect The icicle grows rapidly, piercing creatures in a 30-foot line. Each creature in the area takes 11d6 cold damage with a DC 35 Reflex save. A creature that fails its save also takes 3d6 persistent bleed damage(double on a critical failure). ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2355"},{"skill_mod":{},"summary":"You cast the ignition cantrip from the sword as a 7th-rank arcane spell, using your melee attack modifier with searing blade as your spell …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2356","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2356","text":" Activate—Shoot Fire Two Actions (concentrate, manipulate) Effect You cast the ignition cantrip from the sword as a 7th-rank arcane spell, using your melee attack modifier with searing blade as your spell attack modifier.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2356"},{"skill_mod":{},"summary":"A 10-foot emanation of flame radiates from the greater searing blade for 1 minute. All weapon and unarmed attacks by you and your allies within the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2357","frequency":"once per day","weakness":{},"name":"(aura, concentrate, fire)","actions_number":2,"id":"action-2357","text":" Activate—Radiate Flames Single Action (aura, concentrate, fire) Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater searing blade for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2357"},{"skill_mod":{},"summary":"You poison the creature you hit with dagger venom. Dagger Venom ( poison ) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You damage a creature with the serpent dagger ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2358","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-2358","text":" Activate—Drip Poison Free Action (manipulate) Frequency once per day; Trigger You damage a creature with the serpent dagger ; Effect You poison the creature you hit with dagger venom. Dagger Venom (poison) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage and enfeebled 1","category":"action","actions":"Free Action","rarity":"common","slug":"action-2358"},{"skill_mod":{},"summary":"A 6th-rank arcane fireball spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"Your attack roll with the sky hammer is a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2359","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2359","text":" Activate—Comet Fall Reaction (concentrate) Trigger Your attack roll with the sky hammer is a critical success; Effect A 6th-rank arcane fireball spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2359"},{"skill_mod":{},"summary":"You cast a 6th-rank lightning bolt (DC 33).\r\n","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2360","frequency":"once per day","weakness":{},"name":"(concenctrate, manipulate)","actions_number":4,"id":"action-2360","text":" Activate—Lighting Stab Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast a 6th-rank lightning bolt (DC 33).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2360"},{"skill_mod":{},"summary":"You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2361","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2361","text":" Activate—Divert Lighting Reaction (concentrate) Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash . Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2361"},{"skill_mod":{},"summary":"You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff , or its disk form. In its disk form, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2362","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2362","text":" Activate—Form Staff Single Action (manipulate) Effect You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff , or its disk form. In its disk form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation. When you expand the item, you can use the force of the expansion to High Jump or to try to Force Open a door or the like by wedging the disk into a gap before activation. The staff makes the Athletics check with a +15 modifier. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2362"},{"skill_mod":{},"summary":"You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2363","weakness":{},"name":"Decipher Writing","legacy_id":["action-22"],"trait":["Concentrate","Exploration","Secret"],"id":"action-2363","text":" Decipher Writing Source Player Core pg. 228 --- You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead. The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text. Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation. Failure You can't understand the text and take a –2 circumstance penalty to further checks to decipher it. Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message. Sample Decipher Writing Tasks Trained entry-level philosophy treatise Expert complex code, such as a cipher Master spymaster’s code or advanced research notes Legendary esoteric planar text written in metaphor by an ancient celestial","category":"action","rarity":"common","slug":"action-2363"},{"skill_mod":{},"summary":"You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2364","weakness":{},"name":"Earn Income","legacy_id":["action-23"],"trait":["Downtime"],"id":"action-2364","text":" Earn Income Source Player Core pg. 228 --- You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing. When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on the Income Earned table). You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years. Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank. Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank. Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task. Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future. ## Table 4-2: Income Earned Task Level DC Failed Trained Expert Master Legendary 0 14 1 cp 5 cp 5 cp 5 cp 5 cp 1 15 2 cp 2 sp 2 sp 2 sp 2 sp 2 16 4 cp 3 sp 3 sp 3 sp 3 sp 3 18 8 cp 5 sp 5 sp 5 sp 5 sp 4 19 1 sp 7 sp 8 sp 8 sp 8 sp 5 20 2 sp 9 sp 1 gp 1 gp 1 gp 6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp 7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp 8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp 9 26 6 sp 3 gp 4 gp 4 gp 4 gp 10 27 7 sp 4 gp 5 gp 6 gp 6 gp 11 28 8 sp 5 gp 6 gp 8 gp 8 gp 12 30 9 sp 6 gp 8 gp 10 gp 10 gp 13 31 1 gp 7 gp 10 gp 15 gp 15 gp 14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp 15 34 2 gp 10 gp 20 gp 28 gp 28 gp 16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp 17 36 3 gp 15 gp 30 gp 45 gp 55 gp 18 38 4 gp 20 gp 45 gp 70 gp 90 gp 19 39 6 gp 30 gp 60 gp 100 gp 130 gp 20 40 8 gp 40 gp 75 gp 150 gp 200 gp 20 (critical success) — — 50 gp 90 gp 175 gp 300 gp Sample Earn Income Tasks These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. Trained bartend, do legal research Expert curate drink selection, present minor court cases Master run a large brewery, present important court cases Legendary run an international brewing franchise, present a case in Hell’s courts","category":"action","rarity":"common","slug":"action-2364"},{"skill_mod":{},"summary":"Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2365","weakness":{},"name":"Identify Magic","legacy_id":["action-24"],"trait":["Concentrate","Exploration","Secret"],"id":"action-2365","text":" Identify Magic Source Player Core pg. 230 --- Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it. Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed. Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success. Failure You fail to identify the magic and can't try again for 1 day. Critical Failure You misidentify the magic as something else of the GM's choice.","category":"action","rarity":"common","slug":"action-2365"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2366","weakness":{},"name":"Learn a Spell","legacy_id":["action-25"],"trait":["Concentrate","Exploration"],"id":"action-2366","text":" Learn a Spell Source Player Core pg. 230 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: Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. Have materials with the Price indicated in the Learning a Spell table. Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on the Learning a Spell Table). Uncommon or rare spells have higher DCs. 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, except you expend half the materials. ## Table 4-3: Learning a Spell Spell Rank Price Typical DC 1st or cantrip 2 gp 15 2nd 6 gp 18 3rd 16 gp 20 4th 36 gp 23 5th 70 gp 26 6th 140 gp 28 7th 300 gp 31 8th 650 gp 34 9th 1,500 gp 36 10th 7,000 gp 41 Learned Spells A spell you learn is added to your repository of spells, such as a spellbook for a wizard, familiar for a witch, or spell list for a cleric or druid. If you have a spell repertoire, such as a bard, it's not automatically added since you can only know a limited number of spells. Instead, you can select it when you add or swap spells.","category":"action","rarity":"common","slug":"action-2366"},{"skill_mod":{},"summary":"You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2367","weakness":{},"name":"Recall Knowledge","legacy_id":["action-26"],"trait":["Concentrate","Secret"],"actions_number":2,"id":"action-2367","text":" Recall Knowledge Single Action Source Player Core pg. 231 --- You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure). Sample Recall Knowledge Tasks These examples use Society or Religion. Untrained name of a ruler, key noble, or major deity Trained line of succession for a major noble family, core doctrines of a major deity Expert genealogy of a minor noble, teachings of an ancient priest Master hierarchy of a genie noble court, major extraplanar temples of a deity Legendary existence of a long-lost noble heir, secret doctrines of a religion","category":"action","actions":"Single Action","rarity":"common","slug":"action-2367"},{"skill_mod":{},"summary":"You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described here . The GM determines the DC …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2368","weakness":{},"name":"Subsist","legacy_id":["action-27"],"trait":["Downtime"],"id":"action-2368","text":" Subsist Source Player Core pg. 232 --- You try to provide food and shelter for yourself, and possibly others as well, with a standard of living 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. Sample Subsist Tasks Untrained lush forest with calm weather or large city with plentiful resources Trained typical hillside or village Expert typical mountains or insular hamlet Master typical desert or city under siege Legendary barren wasteland or city of undead","category":"action","rarity":"common","slug":"action-2368"},{"skill_mod":{},"summary":"You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a square that contains a narrow surface , uneven ground , or another similar feature.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2369","weakness":{},"name":"Balance","legacy_id":["action-28"],"trait":["Move"],"actions_number":2,"id":"action-2369","text":" Balance Single Action Source Player Core pg. 233 Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature. --- You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow surface or uneven ground. Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends. Sample Balance Tasks Untrained tangled roots, uneven cobblestones Trained wooden beam Expert deep, loose gravel Master tightrope, smooth sheet of ice Legendary razor’s edge, chunks of floor falling in midair","category":"action","actions":"Single Action","rarity":"common","slug":"action-2369"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2370","weakness":{},"name":"Tumble Through","legacy_id":["action-29"],"trait":["Move"],"actions_number":2,"id":"action-2370","text":" Tumble Through Single Action Source Player Core pg. 233 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2370"},{"skill_mod":{},"summary":"You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2371","weakness":{},"name":"Maneuver in Flight","legacy_id":["action-30"],"trait":["Move"],"actions_number":2,"id":"action-2371","text":" Maneuver in Flight Single Action Source Player Core pg. 233 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. Sample Maneuver in Flight Tasks Trained steep ascent or descent Expert fly against the wind Master reverse direction Legendary fly through gale force winds","category":"action","actions":"Single Action","rarity":"common","slug":"action-2371"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2372","weakness":{},"name":"Squeeze","legacy_id":["action-31"],"trait":["Exploration","Move"],"id":"action-2372","text":" Squeeze Source Player Core pg. 233 --- 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. Sample Squeeze Tasks Trained space barely fitting your shoulders Master space barely fitting your head","category":"action","rarity":"common","slug":"action-2372"},{"skill_mod":{},"summary":"If you're an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else's arcane spellbook, arcane witch familiar, …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2373","weakness":{},"name":"Borrow an Arcane Spell","legacy_id":["action-32"],"trait":["Concentrate","Exploration"],"id":"action-2373","text":" Borrow an Arcane Spell Source Player Core pg. 234 --- If you're an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else's arcane spellbook, arcane witch familiar, or the like. The GM sets the DC for the check based on the spell's rank and rarity; it's typically a bit easier than Learning the Spell. Success You prepare the borrowed spell as part of your normal spell preparation. Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to borrow this spell again until the next time you prepare spells.","category":"action","rarity":"common","slug":"action-2373"},{"skill_mod":{},"summary":"You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline . You're off-guard while climbing unless you …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have two hands free.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2374","weakness":{},"name":"Climb","legacy_id":["action-33"],"trait":["Move"],"actions_number":2,"id":"action-2374","text":" Climb Single Action Source Player Core pg. 234 Requirements You have two hands free. --- You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You're off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet. Critical Success You move along the incline, increasing the maximum distance by 5 feet. Success You move along the incline. Critical Failure You fall. If you began the climb on stable ground, you fall and land prone. Sample Climb Tasks Untrained ladder, steep slope, low-branched tree Trained rigging, rope, typical tree Expert wall with small handholds and footholds Master ceiling with handholds and footholds, rock wall Legendary smooth surface","category":"action","actions":"Single Action","rarity":"common","slug":"action-2374"},{"skill_mod":{},"summary":"Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2375","weakness":{},"name":"Force Open","legacy_id":["action-34"],"trait":["Attack"],"actions_number":2,"id":"action-2375","text":" Force Open Single Action Source Player Core pg. 234 --- Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open. Critical Success You open the door, window, container, or gate and can avoid damaging it in the process. Success You break the door, window, container, or gate open, and it gains the broken condition. If it's especially sturdy, the GM might have it take damage but not be broken. Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open. Sample Force Open Tasks Untrained fabric, flimsy glass Trained ice, sturdy glass Expert flimsy wooden door, wooden portcullis Master sturdy wooden door, iron portcullis, metal bar Legendary stone or iron door","category":"action","actions":"Single Action","rarity":"common","slug":"action-2375"},{"skill_mod":{},"summary":"Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one free hand and your target is no more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2376","weakness":{},"name":"Grapple","legacy_id":["action-35"],"trait":["Attack"],"actions_number":2,"id":"action-2376","text":" Grapple Single Action Source Player Core pg. 235 Requirements You have at least one free hand and your target is no more than one size larger than you. --- Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free. Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes. Success Your target is grabbed until the end of your next turn unless you move or your target Escapes. Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on the target end. Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2376"},{"skill_mod":{},"summary":"You Stride, then attempt a DC 30 Athletics check to jump vertically. If you didn't Stride at least 10 feet, you automatically fail. This DC might be …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2377","weakness":{},"name":"High Jump","legacy_id":["action-36"],"actions_number":4,"id":"action-2377","text":" High Jump Two Actions Source Player Core pg. 235 --- You Stride, then attempt a DC 30 Athletics check to jump vertically. If you didn't Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM. Critical Success You Leap up to 8 feet vertically and 10 feet horizontally. Success You Leap up to 5 feet vertically and 5 feet horizontally. Failure You Leap normally. Critical Failure You fall prone in your space.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2377"},{"skill_mod":{},"summary":"You Stride, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn't Stride at least 10 feet, you …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2378","weakness":{},"name":"Long Jump","legacy_id":["action-37"],"actions_number":4,"id":"action-2378","text":" Long Jump Two Actions Source Player Core pg. 235 --- You Stride, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn't Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation. Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed. Failure You make a normal horizontal Leap. Critical Failure You make a normal horizontal Leap, then fall and land prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2378"},{"skill_mod":{},"summary":"You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You either have at least one hand free, or you're grabbing or restraining the target. The target can't be more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2379","weakness":{},"name":"Reposition","trait":["Attack"],"actions_number":2,"id":"action-2379","text":" Reposition Single Action Source Player Core pg. 235 Requirements You either have at least one hand free, or you're grabbing or restraining the target. The target can't be more than one size larger than you. --- You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC. Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles. Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles. Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2379"},{"skill_mod":{},"summary":"You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. The target can't be more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2380","weakness":{},"name":"Shove","legacy_id":["action-38"],"trait":["Attack"],"actions_number":2,"id":"action-2380","text":" Shove Single Action Source Player Core pg. 235 Requirements You have at least one hand free. The target can't be more than one size larger than you. --- You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC. Critical Success You push your target 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 target 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2380"},{"skill_mod":{},"summary":"You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2381","weakness":{},"name":"Swim","legacy_id":["action-39"],"trait":["Move"],"actions_number":2,"id":"action-2381","text":" Swim Single Action Source Player Core pg. 235 --- You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water, you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet. 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. This doesn't apply if your last action on your turn was to enter the water. Critical Success You move through the water, increasing the maximum distance by 5 feet. Success You move through the water. Critical Failure You make no progress. If you're holding your breath, you lose 1 round of air. Sample Swim Tasks Untrained lake or other still water Trained flowing water, like a river Expert swiftly flowing river Master stormy sea Legendary maelstrom, waterfall","category":"action","actions":"Single Action","rarity":"common","slug":"action-2381"},{"skill_mod":{},"summary":"You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. Your target can't be more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2382","weakness":{},"name":"Trip","legacy_id":["action-40"],"trait":["Attack"],"actions_number":2,"id":"action-2382","text":" Trip Single Action Source Player Core pg. 236 Requirements You have at least one hand free. Your target can't be more than one size larger than you. --- You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC. Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage. Success The target falls and lands prone. Critical Failure You lose your balance, fall, and land prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2382"},{"skill_mod":{},"summary":"You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. The target can't be more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2383","weakness":{},"name":"Disarm","legacy_id":["action-41"],"trait":["Attack"],"actions_number":2,"id":"action-2383","text":" Disarm Single Action Source Player Core pg. 236 Requirements You have at least one hand free. The target can't be more than one size larger than you. --- You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item. Critical Failure You lose your balance and become off-guard until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2383"},{"skill_mod":{},"summary":"You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding or wearing a repair toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2384","weakness":{},"name":"Repair","legacy_id":["action-42"],"trait":["Exploration","Manipulate"],"id":"action-2384","text":" Repair Source Player Core pg. 236 Requirements You are holding or wearing a repair toolkit. --- You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a Crafting check. 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.","category":"action","rarity":"common","slug":"action-2384"},{"skill_mod":{},"summary":"You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2385","weakness":{},"name":"Craft","legacy_id":["action-43"],"trait":["Downtime","Manipulate"],"id":"action-2385","text":" Craft Source Player Core pg. 237 --- You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill feat to create magic items. To Craft an item, you must meet the following requirements: The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 17th or higher, you must be legendary. The item must be common, or you must otherwise have access to it. You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items. You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item's formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below. Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. ## Income Earned Task Level DC Failed Trained Expert Master Legendary 0 14 1 cp 5 cp 5 cp 5 cp 5 cp 1 15 2 cp 2 sp 2 sp 2 sp 2 sp 2 16 4 cp 3 sp 3 sp 3 sp 3 sp 3 18 8 cp 5 sp 5 sp 5 sp 5 sp 4 19 1 sp 7 sp 8 sp 8 sp 8 sp 5 20 2 sp 9 sp 1 gp 1 gp 1 gp 6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp 7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp 8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp 9 26 6 sp 3 gp 4 gp 4 gp 4 gp 10 27 7 sp 4 gp 5 gp 6 gp 6 gp 11 28 8 sp 5 gp 6 gp 8 gp 8 gp 12 30 9 sp 6 gp 8 gp 10 gp 10 gp 13 31 1 gp 7 gp 10 gp 15 gp 15 gp 14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp 15 34 2 gp 10 gp 20 gp 28 gp 28 gp 16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp 17 36 3 gp 15 gp 30 gp 45 gp 55 gp 18 38 4 gp 20 gp 45 gp 70 gp 90 gp 19 39 6 gp 30 gp 60 gp 100 gp 130 gp 20 40 8 gp 40 gp 75 gp 150 gp 200 gp 20 (critical success) — — 50 gp 90 gp 175 gp 300 gp ","category":"action","rarity":"common","slug":"action-2385"},{"skill_mod":{},"summary":"You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding or wearing an alchemist's toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2386","weakness":{},"name":"Identify Alchemy","legacy_id":["action-44"],"trait":["Concentrate","Exploration","Secret"],"id":"action-2386","text":" Identify Alchemy Source Player Core pg. 237 Requirements You are holding or wearing an alchemist's toolkit. --- You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any way, you must start over. Success You identify the item and the means of activating it. Failure You fail to identify the item but can try again. Critical Failure You misidentify the item as another item of the GM's choice.","category":"action","rarity":"common","slug":"action-2386"},{"skill_mod":{},"summary":"With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2387","weakness":{},"name":"Create a Diversion","legacy_id":["action-45"],"trait":["Mental"],"actions_number":2,"id":"action-2387","text":" Create a Diversion Single Action Source Player Core pg. 237 --- With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits. Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute. Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away) This lasts until the end of your turn or until you do anything except Step or use the Stealth skill to Hide or Sneak. If you Strike a creature, the creature remains off-guard 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. Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2387"},{"skill_mod":{},"summary":"You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2388","weakness":{},"name":"Impersonate","legacy_id":["action-46"],"trait":["Concentrate","Exploration","Manipulate","Secret"],"id":"action-2388","text":" Impersonate Source Player Core pg. 238 --- You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion. In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature's Perception DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret Deception check even if you aren't directly interacting with others. Success You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes. Failure The creature can tell you're not who you claim to be. Critical Failure The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.","category":"action","rarity":"common","slug":"action-2388"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2389","weakness":{},"name":"Lie","legacy_id":["action-47"],"trait":["Auditory","Concentrate","Linguistic","Mental","Secret"],"id":"action-2389","text":" Lie Source Player Core pg. 238 --- 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.","category":"action","rarity":"common","slug":"action-2389"},{"skill_mod":{},"summary":"With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are within melee reach of the target you attempt to Feint.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2390","weakness":{},"name":"Feint","legacy_id":["action-48"],"trait":["Mental"],"actions_number":2,"id":"action-2390","text":" Feint Single Action Source Player Core pg. 239 Requirements You are within melee reach of the target you attempt to Feint. --- With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC. Critical Success You throw your enemy's defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn. Success Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn. Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2390"},{"skill_mod":{},"summary":"You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2391","weakness":{},"name":"Gather Information","legacy_id":["action-49"],"trait":["Exploration","Secret"],"id":"action-2391","text":" Gather Information Source Player Core pg. 239 --- You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Success You collect information about the individual or topic. The GM determines the specifics. Critical Failure You collect incorrect information about the individual or topic. Sample Gather Information Tasks Untrained talk of the town Trained common rumor Expert obscure rumor, poorly guarded secret Master well-guarded or esoteric information Legendary information known only to an incredibly select few, or only to extraordinary beings","category":"action","rarity":"common","slug":"action-2391"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2392","weakness":{},"name":"Make an Impression","legacy_id":["action-50"],"trait":["Auditory","Concentrate","Exploration","Linguistic","Mental"],"id":"action-2392","text":" Make an Impression Source Player Core pg. 239 --- 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. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions. 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.","category":"action","rarity":"common","slug":"action-2392"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2393","weakness":{},"name":"Request","legacy_id":["action-51"],"trait":["Auditory","Concentrate","Linguistic","Mental"],"actions_number":2,"id":"action-2393","text":" Request Single Action Source Player Core pg. 239 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2393"},{"skill_mod":{},"summary":"With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2394","weakness":{},"name":"Coerce","legacy_id":["action-52"],"trait":["Auditory","Concentrate","Emotion","Exploration","Linguistic","Mental"],"id":"action-2394","text":" Coerce Source Player Core pg. 240 --- With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with the creature. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. (The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions Appendix.) Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if it wasn't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term. Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply, becomes hostile if they weren't already, and is temporarily immune to your Coercion for at least 1 week.","category":"action","rarity":"common","slug":"action-2394"},{"skill_mod":{},"summary":"With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2395","weakness":{},"name":"Demoralize","legacy_id":["action-53"],"trait":["Auditory","Concentrate","Emotion","Fear","Mental"],"actions_number":2,"id":"action-2395","text":" Demoralize Single Action Source Player Core pg. 240 --- With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Critical Success The target becomes frightened 2. Success The target becomes frightened 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2395"},{"skill_mod":{},"summary":"You perform first aid on an adjacent creature that is dying or bleeding . If a creature is both dying and bleeding, choose which ailment you're …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wearing or holding a healer's toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2396","weakness":{},"name":"Administer First Aid","legacy_id":["action-54"],"trait":["Manipulate"],"actions_number":4,"id":"action-2396","text":" Administer First Aid Two Actions Source Player Core pg. 241 Requirements You're wearing or holding a healer's toolkit. --- You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value). Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed. Success If you're trying to stabilize, the target loses the dying condition (but remains unconscious). If you're trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help. Critical Failure If you were trying to stabilize, the target's dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2396"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wearing or holding a healer's toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2397","weakness":{},"name":"Treat Disease","legacy_id":["action-55"],"trait":["Downtime","Manipulate"],"id":"action-2397","text":" Treat Disease Source Player Core pg. 242 Requirements You're wearing or holding a healer's toolkit. --- 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.","category":"action","rarity":"common","slug":"action-2397"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wearing or holding a healer's toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2398","weakness":{},"name":"Treat Poison","legacy_id":["action-56"],"trait":["Manipulate"],"actions_number":2,"id":"action-2398","text":" Treat Poison Single Action Source Player Core pg. 242 Requirements You're wearing or holding a healer's toolkit. --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2398"},{"skill_mod":{},"summary":"You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wearing or holding a healer's toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2399","weakness":{},"name":"Treat Wounds","legacy_id":["action-57"],"trait":["Exploration","Healing","Manipulate"],"id":"action-2399","text":" Treat Wounds Source Player Core pg. 242 Requirements You're wearing or holding a healer's toolkit. --- 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 it for a total of 1 hour, double the Hit Points it regains from Treat Wounds. The result of your Medicine check determines how many Hit Points the target regains. ## Treat Wounds Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert 20 2d8+10 4d8+10 Master 30 2d8+30 4d8+30 Legendary 40 2d8+50 4d8+50 Rolling against a higher DC is optional. Critical Success The target regains 4d8 Hit Points and loses the wounded condition. Success The target regains 2d8 Hit Points, and loses the wounded condition. Critical Failure The target takes 1d8 damage.","category":"action","rarity":"common","slug":"action-2399"},{"skill_mod":{},"summary":"You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2400","weakness":{},"name":"Command an Animal","legacy_id":["action-58"],"trait":["Auditory","Concentrate"],"actions_number":2,"id":"action-2400","text":" Command an Animal Single Action Source Player Core pg. 242 --- You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then make a Strike. Success The animal does as you command on its next turn. Failure The animal is hesitant or resistant, and it does nothing. Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2400"},{"skill_mod":{},"summary":"When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2401","weakness":{},"name":"Perform","legacy_id":["action-59"],"trait":["Concentrate"],"actions_number":2,"id":"action-2401","text":" Perform Single Action Source Player Core pg. 243 --- When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers, or even change their attitudes if the GM sees fit. Critical Success Your performance impresses the observers, and they're likely to share stories of your ability. Success You prove yourself, and observers appreciate the quality of your performance. Failure Your performance falls flat. Critical Failure You demonstrate only incompetence. Sample Perform Tasks Untrained audience of commoners Trained audience of artisans Expert audience of merchants or minor nobles Master audience of high nobility or minor royalty Legendary audience of major royalty or otherworldly beings","category":"action","actions":"Single Action","rarity":"common","slug":"action-2401"},{"skill_mod":{},"summary":"You create a forged document, usually over the course of a day or a week. The GM rolls a secret DC 20 Society check. If you need to forge a …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You provide the proper writing materials for your forgery.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2402","weakness":{},"name":"Create Forgery","legacy_id":["action-60"],"trait":["Downtime","Secret"],"id":"action-2402","text":" Create Forgery Source Player Core pg. 244 Requirements You provide the proper writing materials for your forgery. --- You create a forged document, usually over the course of a day or a week. The GM rolls a secret DC 20 Society check. If you need to forge a specific person's handwriting, you need a sample of that person's handwriting. Otherwise, you need only to have seen a similar document, and you gain up to a +4 circumstance bonus to the check (the GM determines the bonus). Success The forgery is of good enough quality that passive observers can't notice the fake (but see Examining Forgeries). Failure The forgery has some obvious signs of being a fake, potentially allowing passive observers to detect it. Each time a passive observer sees the document, the GM compares your check result to the observer's Perception DC or Society DC, whichever is higher. If your result doesn't exceed a passive observer's DC, that observer knows the document is a forgery.","category":"action","rarity":"common","slug":"action-2402"},{"skill_mod":{},"summary":"You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2403","weakness":{},"name":"Conceal an Object","legacy_id":["action-61"],"trait":["Manipulate","Secret"],"actions_number":2,"id":"action-2403","text":" Conceal an Object Single Action Source Player Core pg. 244 --- You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer's Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success). You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object. Success The object remains undetected. Failure The searcher finds the object.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2403"},{"skill_mod":{},"summary":"You huddle behind cover or greater cover or deeper into concealment to become hidden , rather than observed . The GM rolls your Stealth check …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2404","weakness":{},"name":"Hide","legacy_id":["action-62"],"trait":["Secret"],"actions_number":2,"id":"action-2404","text":" Hide Single Action Source Player Core pg. 244 --- You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover). Success If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition. 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 off-guard 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2404"},{"skill_mod":{},"summary":"You attempt to move to another place while becoming or staying undetected . Stride up to half your Speed. (You can use Sneak while Burrowing , …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2405","weakness":{},"name":"Sneak","legacy_id":["action-63"],"trait":["Move","Secret"],"actions_number":2,"id":"action-2405","text":" Sneak Single Action Source Player Core pg. 245 --- You 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.) 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. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard 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 you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2405"},{"skill_mod":{},"summary":"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, …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2406","weakness":{},"name":"Sense Direction","legacy_id":["action-64"],"trait":["Exploration","Secret"],"id":"action-2406","text":" Sense Direction Source Player Core pg. 246 --- 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 exactly. Success 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. Sample Sense Direction Tasks Untrained determine a cardinal direction using the sun Trained find an overgrown path in a forest Expert navigate a hedge maze Master navigate a byzantine labyrinth or relatively featureless desert Legendary navigate an ever-changing dream realm","category":"action","rarity":"common","slug":"action-2406"},{"skill_mod":{},"summary":"You cover your tracks, moving up to half your travel Speed . You don't need to attempt a Survival check to cover your tracks, but anyone tracking …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2407","weakness":{},"name":"Cover Tracks","legacy_id":["action-65"],"trait":["Concentrate","Exploration","Move"],"id":"action-2407","text":" Cover Tracks Source Player Core pg. 246 --- You cover your tracks, moving up to half your travel Speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.","category":"action","rarity":"common","slug":"action-2407"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2408","weakness":{},"name":"Track","legacy_id":["action-66"],"trait":["Concentrate","Exploration","Move"],"id":"action-2408","text":" Track Source Player Core pg. 246 --- 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. Sample Track Tasks Untrained the path of a large army following a road Trained relatively fresh tracks of a rampaging bear through the plains Expert a nimble panther's tracks through a jungle, tracks obscured by rainfall Master tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane","category":"action","rarity":"common","slug":"action-2408"},{"skill_mod":{},"summary":"You pick up a small, unattended object and try not to be noticed. Roll a single Thievery check against the Perception DCs of all creatures who are …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2409","weakness":{},"name":"Palm an Object","legacy_id":["action-67"],"trait":["Manipulate"],"actions_number":2,"id":"action-2409","text":" Palm an Object Single Action Source Player Core pg. 246 --- You pick up a small, unattended object and try not to be noticed. Roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. Success The creature doesn't notice you Palming the Object. Failure The creature notices you Palming the Object.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2409"},{"skill_mod":{},"summary":"You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, you must have …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2410","weakness":{},"name":"Steal","legacy_id":["action-68"],"trait":["Manipulate"],"actions_number":2,"id":"action-2410","text":" Steal Single Action Source Player Core pg. 246 --- You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, you must have a free hand, 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 is usually the Perception DC of the creature wearing the object. It's easiest to steal an object that is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). The GM might increase the DC if the object is protected or 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). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature's hand, or similarly protected. 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 might impose a circumstance penalty to the DCs of observers who are 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2410"},{"skill_mod":{},"summary":"This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2411","weakness":{},"name":"Disable a Device","legacy_id":["action-69"],"trait":["Manipulate"],"actions_number":4,"id":"action-2411","text":" Disable a Device Two Actions Source Player Core pg. 247 --- This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A thieves' toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it. Your Thievery check result determines your progress. Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. Success You disable the device, or you achieve one success toward disabling a device that requires more than one success. Critical Failure You trigger the device.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2411"},{"skill_mod":{},"summary":"Opening a lock without a key is very similar to Disabling a Device , but the DC of the check is determined by the complexity and construction of the …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding or wearing a thieves' toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2412","weakness":{},"name":"Pick a Lock","legacy_id":["action-70"],"trait":["Manipulate"],"actions_number":4,"id":"action-2412","text":" Pick a Lock Two Actions Source Player Core pg. 247 Requirements You're holding or wearing a thieves' toolkit. --- Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs can be found on their page). Locks of higher quality might require multiple successes to unlock. If you lack the proper tools, the GM might let you use improvised picks, which are treated as a shoddy toolkit. Critical Success You unlock the lock, or you achieve two successes toward opening a lock that requires more than one success. You leave no trace of your tampering. Success You open the lock, or you achieve one success toward opening a lock that requires more than one success. You leave behind damage that indicates the lock was picked on close scrutiny. Critical Failure You break your toolkit and leave behind obvious damage. Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an infiltrator thieves' toolkit).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2412"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2413","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2413","text":" Activate Single Action (manipulate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2413"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2414","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2414","text":" Activate Single Action (concentrate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2414"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You Shield Block a melee attack with the affixed shield.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2415","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2415","text":" Activate Free Action (concentrate) Trigger You Shield Block a melee attack with the affixed shield.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2415"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You hit an off-guard creature with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2416","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2416","text":" Activate Free Action (concentrate) Trigger You hit anoff-guard creature with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2416"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"Your Strike damages a target.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2417","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2417","text":" Activate Free Action (concentrate) Trigger Your Strike damages a target.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2417"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Athletics. ","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2418","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2418","text":" Activate Single Action (concentrate) Requirements You're trained in Athletics. ; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2418"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Acrobatics","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2419","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2419","text":" Activate Single Action (manipulate) Requirements You're trained in Acrobatics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2419"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Athletics","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2420","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2420","text":" Activate Single Action (concentrate) Requirements You are trained in Athletics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2420"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Perception.","source":["GM Core"],"trigger":"You are about to roll Perception for initiative but haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2421","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2421","text":" Activate Free Action (concentrate) Trigger You are about to roll Perception for initiative but haven't rolled yet; Requirements You are a master in Perception.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2421"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["GM Core"],"trigger":"An attack misses you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2422","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2422","text":" Activate Reaction (concentrate) Trigger An attack misses you; Requirements You are trained in Stealth; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2422"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Acrobatics","source":["GM Core"],"trigger":"You Stride or Step","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2423","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2423","text":" Activate Free Action (concentrate) Trigger You Stride or Step; Requirements You are trained in Acrobatics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2423"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2425","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2425","text":" Activate Single Action (concentrate) Requirements You are trained in Stealth; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2425"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You attempt a Will save against a fear effect but haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2427","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2427","text":" Activate Free Action (concentrate) Trigger You attempt a Will save against a fear effect but haven't rolled yet.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2427"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Acrobatics.","source":["GM Core"],"trigger":"You fall or attempt an Acrobatics check to Balance","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2429","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2429","text":" Activate Free Action (concentrate) Trigger You fall or attempt an Acrobatics check to Balance; Requirements You are trained in Acrobatics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2429"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Crafting.","source":["GM Core"],"trigger":"The affixed item would take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2430","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2430","text":" Activate Free Action (concentrate) Trigger The affixed item would take damage; Requirements You are trained in Crafting.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2430"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You damage an off-guard creature with a Strike using the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2432","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2432","text":" Activate Free Action (concentrate) Trigger You damage an off-guard creature with a Strike using the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2432"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You make an attack with the affixed weapon, but you haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2433","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2433","text":" Activate Free Action (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2433"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You critically succeed at an attack roll with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2434","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2434","text":" Activate Free Action (concentrate) Trigger You critically succeed at an attack roll with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2434"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You attempt to Grab an Edge but haven't rolled.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2435","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2435","text":" Activate Free Action (concentrate) Trigger You attempt to Grab an Edge but haven't rolled.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2435"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Thievery.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2436","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2436","text":" Activate Single Action (manipulate) Requirements You are trained in Thievery.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2436"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You would take damage from a physical attack while you are wielding the affixed shield.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2438","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2438","text":" Activate Reaction (concentrate) Trigger You would take damage from a physical attack while you are wielding the affixed shield.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2438"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You Strike with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2439","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2439","text":" Activate Free Action (concentrate) Trigger You Strike with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2439"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["GM Core"],"trigger":"You attempt a Stealth check for initiative, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2440","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2440","text":" Activate Free Action (concentrate) Trigger You attempt a Stealth check for initiative, but you haven't rolled yet; Requirements You are trained in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2440"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon.","source":["GM Core"],"trigger":"A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it's using","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2441","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2441","text":" Activate Reaction (concentrate) Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it's using; Requirements You are a master with the affixed weapon.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2441"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You successfully Trip a foe.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2442","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2442","text":" Activate Free Action (concentrate) Trigger You successfully Trip a foe.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2442"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2443","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2443","text":" Activate Two Actions (concentrate, manipulate) ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2443"},{"skill_mod":{},"summary":"You draw upon the life- giving energy of the tree on the belt to gain rapid healing. For 2d4 rounds, at the start of your turn each round, you …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2444","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2444","text":" Activate—Call Upon the Ancient Life Single Action (manipulate) Frequency once per day; Effect You draw upon the life- giving energy of the tree on the belt to gain rapid healing. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2444"},{"skill_mod":{},"summary":"Attempt to Grapple a creature. If you succeed, you crush the creature in your grasp, dealing bludgeoning damage to it equal to your Strength …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2445","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2445","text":" Activate—Bear Hug Single Action (manipulate) Effect Attempt to Grapple a creature. If you succeed, you crush the creature in your grasp, dealing bludgeoning damage to it equal to your Strength modifier. If you critically succeeded, the damage is equal to double your Strength modifier and the creature suffocates as long as it remains grabbed or restrained by you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2445"},{"skill_mod":{},"summary":"You tug on the cloak, wrapping yourself in the power of wind. You gain a fly Speed of 30 feet for 1 hour. While wrapped in the cloak, you become …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2446","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2446","text":" Activate—Ride the Wind Single Action (manipulate) Frequency once per day; Effect You tug on the cloak, wrapping yourself in the power of wind. You gain a fly Speed of 30 feet for 1 hour. While wrapped in the cloak, you become translucent, causing you to become concealed for the duration.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2446"},{"skill_mod":{},"summary":"You gain the effects of hypercognition .","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2448","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2448","text":" Activate—Search Your Mind Single Action (concentrate) Frequency once per hour; Effect You gain the effects of hypercognition .","category":"action","actions":"Single Action","rarity":"common","slug":"action-2448"},{"skill_mod":{},"summary":"When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an augury spell, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2449","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2449","text":" Activate—Consider the Consequences Single Action (concentrate) Frequency once per day; Effect When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an augury spell, except that you receive the result from your own instincts rather than an external source.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2449"},{"skill_mod":{},"summary":"The headwrap of wisdom clears your mind. You can reroll the saving throw and use the better result.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You fail a saving throw against an effect that makes you confused , fascinated , or stupefied ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2450","frequency":"once per hour","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-2450","text":" Activate—Reclaim Your Mind Reaction (concentrate, fortune) Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied ; Effect The headwrap of wisdom clears your mind. You can reroll the saving throw and use the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2450"},{"skill_mod":{},"summary":"You cast a 4th-rank charm spell (DC 38).","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2452","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2452","text":" Activate—Win Them Over Two Actions (concentrate) Frequency once per hour; Effect You cast a 4th-rank charm spell (DC 38).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2452"},{"skill_mod":{},"summary":"You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2453","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2453","text":" Activate—Take Flight Two Actions (manipulate) Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still Fly while being ridden.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2453"},{"skill_mod":{},"summary":"You perceive through your animal companion's senses instead of your own. You can Sustain the activation. You are unaware of your own surroundings for …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2454","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2454","text":" Activate—Empathic Link Single Action (concentrate) Effect You perceive through your animal companion's senses instead of your own. You can Sustain the activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2454"},{"skill_mod":{},"summary":"You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2455","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2455","text":" Activate—Adorable Guise Single Action (concentrate) Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd rank, or 4th rank if your companion can fly). The effect lasts until you Dismiss it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2455"},{"skill_mod":{},"summary":"You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2456","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2456","text":" Activate—Breath In Single Action (manipulate) Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2456"},{"skill_mod":{},"summary":"You scatter the dust into the air around you, causing it to condense into a cloud in a 20-foot burst within 10 feet, as the mist spell. You can …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2457","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2457","text":" Activate—Disperse Two Actions (manipulate) Frequency once per hour; Effect You scatter the dust into the air around you, causing it to condense into a cloud in a 20-foot burst within 10 feet, as the mist spell. You can Sustain the activation to make the cloud Fly 20 feet. The cloud lasts 1 minute, and you can Dismiss it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2457"},{"skill_mod":{},"summary":"The crystal ball casts clairvoyance to your specifications.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2459","frequency":"once per hour","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-2459","text":" Activate—Clairvoyance 1 minute (concentrate, manipulate) Frequency once per hour; Effect The crystal ball casts clairvoyance to your specifications.","category":"action","rarity":"common","slug":"action-2459"},{"skill_mod":{},"summary":"The crystal ball casts a DC 33 scrying spell to your specifications.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2461","frequency":"twice per day","weakness":{},"name":"10 minutes (<%TRAITS%32%%>concentrate<%END>, <%TRAITS%104%%>manipulate<%END>)","id":"action-2461","text":" Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.","category":"action","rarity":"common","slug":"action-2461"},{"skill_mod":{},"summary":"You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2462","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2462","text":" Activate—Lava Bomb Two Actions (concentrate, manipulate) Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2462"},{"skill_mod":{},"summary":"The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2463","frequency":"once per day","weakness":{},"name":"10 minutes (manipulate)","id":"action-2463","text":" Activate—Unroll 10 minutes (manipulate) Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance.","category":"action","rarity":"common","slug":"action-2463"},{"skill_mod":{},"summary":"You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2464","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2464","text":" Activate—Lift Off Two Actions (concentrate, manipulate)\t(concentrate, manipulate) Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes. If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you Dismiss the activation. If the broom doesn't have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can't be activated again for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2464"},{"skill_mod":{},"summary":"Blowing into the horn frightens ghosts and evil spirits who can hear its call. Make an Intimidation check to Demoralize against all creatures with …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2466","frequency":"once per hour","weakness":{},"name":"(auditory, manipulate)","actions_number":2,"id":"action-2466","text":" Activate—Rattle the Dead Single Action (auditory, manipulate) Frequency once per hour; Effect Blowing into the horn frightens ghosts and evil spirits who can hear its call. Make an Intimidation check to Demoralize against all creatures with the undead or unholy trait in a 30-foot emanation. This can affect even a mindless creature with that trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2466"},{"skill_mod":{},"summary":"You fill the horn with sacred seeds and then scatter them around you with a twist of your wrist. The horn grants you and your allies in a 30-foot …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2468","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2468","text":" Activate—Sacred Seeds Two Actions (manipulate) Frequency once per day; Effect You fill the horn with sacred seeds and then scatter them around you with a twist of your wrist. The horn grants you and your allies in a 30-foot emanation the ghost touch property rune on all of your weapon and unarmed Strikes for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2468"},{"skill_mod":{},"summary":"Choose a creature within 60 feet to target and roll a d20 on the table below to determine the top's effect. You make any decisions for a spell cast …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2470","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2470","text":" Activate—Spin the Top Two Actions (concentrate, manipulate) Effect Choose a creature within 60 feet to target and roll a d20 on the table below to determine the top's effect. You make any decisions for a spell cast by the top unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the top casts a spell on you, you don't get a saving throw or other defense against it. The top can't be activated again for 1d4 hours. ## d20 Madcap Top Effect 1 You spin just like the top. You are stunned for 1 round and then confused for 1 round. 2 Slow affects the target. 3 Shrink affects you for 1 day. 4 A 3rd-rank illusory disguise makes you look like the target. 5 A statue of the target, made of chocolate or candy, appears adjacent to you. 6 Gravity reverses, sending you and the target 30 feet in the air, immobilized. You both fall at the start of your next turn. 7 Mind reading affects the target, and the top loudly recites what it discovers. 8 Laughing fit affects the target. 9 A fountain erupts from the top, spraying wine for 10 minutes. 10 Translocate affects you, but you teleport through Hell. 11 Invisibility affects you. 12 Four singing skeletons appear to serenade you and your allies for 1 minute, granting a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. 13 The top flings 1 cp at you. 14 Confusion affects the target. 15 You and the target change places; this is a teleportation effect. 16 Banishment affects the target, or paralyze if the target's on its home plane. 17 Rainbow dye explodes and covers you for 24 hours. 18 The top creates a toxic cloud centered on the target. 19 A random unattended object within 60 feet of you sprouts animal legs and follows you, reverting when the top's activation recharges. 20 Spin again, and the target also spins as though it had activated the top. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2470"},{"skill_mod":{},"summary":"You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to …","primary_source":"GM Core","cost":"incense worth\r\nat least 5 gp","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2471","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2471","text":" Activate—Burn Incense Two Actions (manipulate) Cost incense worth at least 5 gp; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2471"},{"skill_mod":{},"summary":"You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in the gear from Player Core). …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2472","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2472","text":" Activate—Tap Two Actions (concentrate, manipulate) Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in the gear from Player Core). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2472"},{"skill_mod":{},"summary":"You play the instrument, causing it to cast a DC 17 charm spell.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2473","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2473","text":" Activate—Charming Performance Two Actions (manipulate) Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2473"},{"skill_mod":{},"summary":"You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2474","weakness":{},"name":"1 minute (concentrate, manipulate)","id":"action-2474","text":" Activate—Play with Dolls 1 minute (concentrate, manipulate) Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. As a magical structure, the stage has the structure trait. All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks.","category":"action","rarity":"common","slug":"action-2474"},{"skill_mod":{},"summary":"As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2475","weakness":{},"name":"10 minutes (concentrate, manipulate)","id":"action-2475","text":" Activate—Skim 10 minutes (concentrate, manipulate) Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again. ","category":"action","rarity":"common","slug":"action-2475"},{"skill_mod":{},"summary":"The key casts knock on the lock you're trying to pick.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2476","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-2476","text":" Activate—Loosen Lock Free Action (manipulate) Frequency once per day; Effect The key casts knock on the lock you're trying to pick.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2476"},{"skill_mod":{},"summary":"You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2478","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2478","text":" Activate—Send a Message Two Actions (manipulate) Frequency once per hour; Effect You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2478"},{"skill_mod":{},"summary":"The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast earthquake (DC …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You are hit by an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2479","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2479","text":" Activate—Retributive Rebuff Reaction (manipulate) Frequency once per day; Trigger You are hit by an attack; Effect The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast earthquake (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you Cast the Spell, from as small as the size of the creature and up to a 60-foot burst.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2479"},{"skill_mod":{},"summary":"You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2480","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-2480","text":" Activate—Seal of Mending Three Actions (manipulate) Frequency once per day; Effect You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the remake spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2480"},{"skill_mod":{},"summary":"You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You have not acted yet on your turn","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2481","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2481","text":" Activate—Stalwart Sacrifice Free Action (concentrate) Trigger You have not acted yet on your turn; Effect You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a wish ritual or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2481"},{"skill_mod":{},"summary":"You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2482","weakness":{},"name":"(concentrate, emotion, incapacitation, visual)","actions_number":4,"id":"action-2482","text":" Activate—Second Glance Two Actions (concentrate, emotion, incapacitation, visual) Effect You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2482"},{"skill_mod":{},"summary":"You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The target must be fascinated by the mirror","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2483","weakness":{},"name":"(concentrate, emotion, incapacitation, visual)","actions_number":6,"id":"action-2483","text":" Activate—Irresistible Desire Three Actions (concentrate, emotion, incapacitation, visual) Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate . If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2483"},{"skill_mod":{},"summary":"You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2484","frequency":"once per minute","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-2484","text":" Activate—Accelerated Synthesis Three Actions (manipulate) Frequency once per minute; Effect You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way. For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2484"},{"skill_mod":{},"summary":"You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2485","weakness":{},"name":"1 hour (manipulate)","id":"action-2485","text":" Activate—Essence Transmogrification 1 hour (manipulate) Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's breath, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. Unlike normal for mutagens and polymorph effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion.","category":"action","rarity":"common","slug":"action-2485"},{"skill_mod":{},"summary":" Serithtial spends the appropriate number of actions and casts a 9th-rank heal or ring of truth spell (DC 45 for either of the two spells).","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2486","frequency":"once per hour","weakness":{},"name":"(concentrate)","id":"action-2486","text":" Activate—Grace of the Inheritor (concentrate) Frequency once per hour; Effect Serithtial spends the appropriate number of actions and casts a 9th-rank heal or ring of truth spell (DC 45 for either of the two spells).","category":"action","rarity":"common","slug":"action-2486"},{"skill_mod":{},"summary":"You recall the shot of the First Vault , which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2487","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2487","text":" Activate—Reload Order Single Action (concentrate) Requirements The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0; Effect You recall the shot of the First Vault , which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 persistent bleed damage to each creature in which they were embedded. The fragments then unite to re-form the shot of the First Vault , which automatically reloads itself into your weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2487"},{"skill_mod":{},"summary":"You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2488","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-2488","text":" Activate—Vault Deposit Three Actions (manipulate) Effect You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the incapacitation trait. Regardless, the shot of the First Vault returns to the First Vault. Critical Success The creature is unaffected. Success The creature is moved 1d20x50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage. Failure The creature is transported to a random location on the plane of Axis. Critical Failure The creature is transported to the First Vault. Unless it is capable of eluding Abadar's precautions, it is likely unable to escape the Vault on its own.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2488"},{"skill_mod":{},"summary":"The genius diadem casts 7th-rank never mind .","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2489","frequency":"once per hour","weakness":{},"name":"concentrate, manipulate","actions_number":4,"id":"action-2489","text":" Activate—Brain Drain Two Actions (concentrate, manipulate) Frequency once per hour; Effect The genius diadem casts 7th-rank never mind .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2489"},{"skill_mod":{},"summary":"The singing sword casts courageous anthem .","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2490","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2490","text":" Activate—Courageous Anthem Single Action (concentrate) Frequency once per minute; Effect The singing sword casts courageous anthem .","category":"action","actions":"Single Action","rarity":"common","slug":"action-2490"},{"skill_mod":{},"summary":"The singing sword casts rallying anthem .","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2491","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2491","text":" Activate—Rallying Anthem Single Action (concentrate) Frequency once per minute; Effect The singing sword casts rallying anthem.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2491"},{"skill_mod":{},"summary":"The singing sword casts counter performance .","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You or an ally within 60 feet rolls a saving throw against an auditory effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2492","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2492","text":" Activate—Counter Performance Reaction (concentrate) Frequency once per hour; Trigger You or an ally within 60 feet rolls a saving throw against an auditory effect; Effect The singing sword casts counter performance .","category":"action","actions":"Reaction","rarity":"common","slug":"action-2492"},{"skill_mod":{},"summary":"A spark flashes out from the relic toward a creature within 20 feet. This spark deals 1d12 electricity damage ( basic Reflex save). The damage …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2493","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2493","text":" Activate Two Actions (concentrate, manipulate) Effect A spark flashes out from the relic toward a creature within 20 feet. This spark deals 1d12 electricity damage (basic Reflex save). The damage increases by 1d12 at 6th level and by another 1d12 every 4 levels thereafter.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2493"},{"skill_mod":{},"summary":"An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2494","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2494","text":" Activate Single Action (concentrate); Effect An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your next turn. At 13th level, this increases to a +3 circumstance bonus to AC against ranged attacks.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2494"},{"skill_mod":{},"summary":"The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2495","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2495","text":" Activate Two Actions (concentrate); Effect The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than you. Any creature other than you that enters or starts its turn in the storm takes 1d12 electricity damage, with a basic Reflex save (2d12 damage at 15th level). You can Sustain this activation up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2495"},{"skill_mod":{},"summary":"The relic casts fly targeting you.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2496","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2496","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect The relic casts fly targeting you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2496"},{"skill_mod":{},"summary":"Your relic summons a creature to fight at your side, casting summon animal with a spell rank of half the item's level rounded up. You can Sustain …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2497","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2497","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect Your relic summons a creature to fight at your side, casting summon animal with a spell rank of half the item's level rounded up. You can Sustain this activation as you would the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2497"},{"skill_mod":{},"summary":"Your hands transform into a pair of claws. These grant you a claw unarmed attack that deals 1d6 slashing damage and has the agile and finesse …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2498","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2498","text":" Activate Single Action (concentrate); Effect Your hands transform into a pair of claws. These grant you a claw unarmed attack that deals 1d6 slashing damage and has the agile and finesse traits. This lasts until you Dismiss the effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2498"},{"skill_mod":{},"summary":"Calling upon the bestial nature within, you change shape into that of an animal. The relic casts animal form on you, transforming you into the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2499","frequency":"twice per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2499","text":" Activate Two Actions (concentrate); Frequency twice per day; Effect Calling upon the bestial nature within, you change shape into that of an animal. The relic casts animal form on you, transforming you into the same type of animal every time, chosen when the gift is gained; the spell rank is half the item's level, rounded down.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2499"},{"skill_mod":{},"summary":"Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2500","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2500","text":" Activate Two Actions (concentrate); Effect Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against them. Make a Strike against that foe, dealing an additional damage die on a hit. If the target has the unholy trait, it's also enfeebled 1 until the start of your next turn on a hit (or enfeebled 2 on a critical hit).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2500"},{"skill_mod":{},"summary":"Placing your hand on yourself or an ally, you heal their wounds and bolster their spirit. The target regains 1d8 HP per item level and reduces their …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2501","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2501","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect Placing your hand on yourself or an ally, you heal their wounds and bolster their spirit. The target regains 1d8 HP per item level and reduces their frightened value by 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2501"},{"skill_mod":{},"summary":"Holy magic fills your armaments, making them true weapons against evil. For 1 minute, your weapons and unarmed attacks gain the holy weapon rune …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2502","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2502","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect Holy magic fills your armaments, making them true weapons against evil. For 1 minute, your weapons and unarmed attacks gain the holy weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the holy rune takes effect. In addition, Strikes your allies make while they're within 30 feet of you gain the holy trait.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2502"},{"skill_mod":{},"summary":"Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. Unholy creatures in the area are frightened …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2503","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2503","text":" Activate Two Actions (concentrate, manipulate) Effect Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. Unholy creatures in the area are frightened 1 and can't lower their frightened value below 1 as long as they remain in the light. Fiends in the area increase any weakness to holy they have by 5. You can Sustain this activation for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2503"},{"skill_mod":{},"summary":"At your invitation, a celestial imbues your body with the divine. You gain 50 additional Hit Points, increasing both your maximum and current Hit …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2504","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2504","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect At your invitation, a celestial imbues your body with the divine. You gain 50 additional Hit Points, increasing both your maximum and current Hit Points, as well as weakness 10 to unholy. If the relic has the righteous call gift, this activation grants the effects of that gift as well, without expending its daily use. You can Dismiss the effect. If you do, you can unleash a wave of holy power, causing the relic to cast an 8th-rank divine decree with the holy trait.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2504"},{"skill_mod":{},"summary":"Your stare causes a creature's flesh to rot and wither away. Target a creature you can see within 30 feet. Your stare deals 1d6 void damage to the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2505","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2505","text":" Activate Two Actions (concentrate, manipulate) Effect Your stare causes a creature's flesh to rot and wither away. Target a creature you can see within 30 feet. Your stare deals 1d6 void damage to the creature for every 2 levels the relic has (minimum 1d6; basic Fortitude save). An undead creature or other creature with void healing targeted this way is instead healed 1d6 HP per level of the relic and is temporarily immune to this effect for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2505"},{"skill_mod":{},"summary":"You shroud yourself with powers from beyond the living realm for 1 minute. While this shroud is active, you take on a pallid appearance and gain …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2506","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-2506","text":" Activate Single Action (concentrate, manipulate) Frequency once per day; Effect You shroud yourself with powers from beyond the living realm for 1 minute. While this shroud is active, you take on a pallid appearance and gain poison resistance equal to half the relic's level and a +1 status bonus to saving throws against death effects, diseases, effects that would make you paralyzed, poison, and sleep effects. In addition, the DC for your recovery checks is 9 + your dying value instead of 10 + your dying value.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2506"},{"skill_mod":{},"summary":"You can call upon the terrifying powers that fuel your relic to transform yourself into a specter of death. You become incorporeal , having no …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2507","frequency":"once per day","weakness":{},"name":"(concentrate, polymorph, void)","actions_number":4,"id":"action-2507","text":" Activate Two Actions (concentrate, polymorph, void) Frequency once per day; Effect You can call upon the terrifying powers that fuel your relic to transform yourself into a specter of death. You become incorporeal, having no physical body. You are immune to effects that require a physical body, including precision damage as well as exposure to most diseases and poisons. You also have resistance to all damage equal to half the relic's level; force damage, ghost touch attacks, spirit damage, void damage, and vitality damage ignore this resistance, and the resistance doubles against non-magical damage. You can move through solid objects. When inside an object, you can't perceive, attack, or Interact with anything outside it, and you're always slowed 1 on turns you start in an object. Corporeal creatures can pass through you but can't end their movement in your space. You can't attempt Strength-based checks against corporeal creatures or objects, unless those objects have the ghost touch property rune. Likewise, corporeal creatures can't attempt Strength-based checks against you. You can Sustain the activation up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2507"},{"skill_mod":{},"summary":"Stone and crystal form a sphere that chases your foes. You create a geode in an unoccupied square within 30 feet. You can spend a single action, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2508","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2508","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect Stone and crystal form a sphere that chases your foes. You create a geode in an unoccupied square within 30 feet. You can spend a single action, which has the concentrate trait, to move the geode up to 30 feet along the ground. If the geode enters a creature's space, the creature must succeed at a basic Reflex save or take 2d6 bludgeoning damage; a creature can take damage this way only once per turn, even if you roll the geode through its space multiple times. The geode persists for up to 1 minute or until destroyed or Dismissed; it has AC 5, Hardness 10, and 40 Hit Points, and is immune to critical hits and precision damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2508"},{"skill_mod":{},"summary":"Seismic pulses from your relic ripple through the nearby ground, shaking sharp fragments to the surface. A 10-foot-radius patch of stone or earth …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2509","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2509","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect Seismic pulses from your relic ripple through the nearby ground, shaking sharp fragments to the surface. A 10-foot-radius patch of stone or earth within 60 feet is transformed into difficult terrain. A creature that enters an affected square during a move action must succeed at an Acrobatics check or Reflex save or take 1d6 piercing damage; it needs to roll only once per move action even if it moves through several squares. At 6th level and every 4 levels thereafter, increase the damage by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2509"},{"skill_mod":{},"summary":"Your relic reshapes the earth around you. You cast 5th-level wall of stone .","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2510","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-2510","text":" Activate Three Actions (concentrate, manipulate) Frequency once per day; Effect Your relic reshapes the earth around you. You cast 5th-level wall of stone .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2510"},{"skill_mod":{},"summary":"The evil within your relic curses an enemy's wound to ensure they won't heal. The triggering creature must attempt a Will save or be unable to …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"Your Strike with your relic deals damage to a creature within 60 feet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2511","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2511","text":" Activate Reaction (concentrate) Trigger Your Strike with your relic deals damage to a creature within 60 feet; Effect The evil within your relic curses an enemy's wound to ensure they won't heal. The triggering creature must attempt a Will save or be unable to restore the Hit Points lost by damage from the triggering Strike until its next daily preparations. If you use Curse Wound on a creature already affected by your Curse Wound, your previous application expires.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2511"},{"skill_mod":{},"summary":"You bargain with the evil force empowering your relic for a boon, though you must trade something in return. Select one of the following benefits to …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2512","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2512","text":" Activate Single Action (concentrate) Frequency once per day; Effect You bargain with the evil force empowering your relic for a boon, though you must trade something in return. Select one of the following benefits to gain. Your relic attempts to counteract a harmful condition affecting you. You regain 3d8+16 Hit Points. This is a healing effect. You gain a +2 status bonus to attack rolls for 1 minute. One of the following randomly determined effects occurs to you in payment, after applying the benefit. You are stupefied 1 for 1 minute. You are clumsy 1 for 1 minute. You lose 1d8 Hit Points. You take a –1 penalty to damage rolls for 1 minute. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2512"},{"skill_mod":{},"summary":"Profane energies twist your weapons, filling them with rage toward everything good. For 1 minute, your weapons and unarmed attacks gain the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2513","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2513","text":" Activate Two Actions (concentrate, manipulate) Effect Profane energies twist your weapons, filling them with rage toward everything good. For 1 minute, your weapons and unarmed attacks gain the unholy weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the unholy rune takes effect. In addition, Strikes your allies make while they're within 30 feet of you gain the unholy trait.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2513"},{"skill_mod":{},"summary":"Your relic opens a gate within itself, overwhelming your enemies with fiends. You cast 6th-rank summon fiend , but summon two fiends instead of one, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2514","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-2514","text":" Activate Three Actions (concentrate) Effect Your relic opens a gate within itself, overwhelming your enemies with fiends. You cast 6th-rank summon fiend, but summon two fiends instead of one, and you can command them both with 1 action to Sustain a spell. If the relic has the profane fervor gift, this activation grants the effects of that gift as well, without expending its daily use. For the next minute, you can use the following activation.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2514"},{"skill_mod":{},"summary":"You summon that same fiend again in an adjacent space. The fiend returns at full Hit Points and all conditions, spells, and other effects on it end …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2515","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2515","text":" Activate Free Action (concentrate) Effect You summon that same fiend again in an adjacent space. The fiend returns at full Hit Points and all conditions, spells, and other effects on it end before you summon it again. However, it does not recover any limited-use abilities it used before, such as innate spells or abilities with a Frequency entry.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2515"},{"skill_mod":{},"summary":"A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet. The bolt deals 1d6 fire …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2516","weakness":{},"name":"(attack, concentrate, manipulate)","actions_number":4,"id":"action-2516","text":" Activate Two Actions (attack, concentrate, manipulate) Effect A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet. The bolt deals 1d6 fire damage for every 2 levels the relic has (minimum 1d6). Critical Success The bolt deals double damage, as well as persistent fire damage equal to the level of the relic. Success The bolt deals full damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2516"},{"skill_mod":{},"summary":"Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the concealed …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2517","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2517","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the concealed condition for 1 minute. As the nature of this effect still leaves your location obvious, you can't use this concealment to Hide or Sneak.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2517"},{"skill_mod":{},"summary":"Your eyes become attuned to heat signatures as your vision extends into the infrared, granting you a heatsight precise sense for 1 minute. Your …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2518","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2518","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Your eyes become attuned to heat signatures as your vision extends into the infrared, granting you a heatsight precise sense for 1 minute. Your heatsight can see temperature gradients out to a range of 30 feet, allowing you to detect living creatures and warm objects even in the dark. Warm objects block your heatsight even if they are transparent, such as hot water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2518"},{"skill_mod":{},"summary":"Flames from your relic channel through your body, erupting from your feet, hands, or other limbs with enough force to blast you across the ground and …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2519","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2519","text":" Activate Single Action (concentrate) Frequency once per hour; Effect Flames from your relic channel through your body, erupting from your feet, hands, or other limbs with enough force to blast you across the ground and propel you through the air. For 1 minute, you gain a +10-foot status bonus to your Speed and gain a fly Speed equal to your new Speed or 20 feet, whichever is greater. You must end your turn on solid ground, or you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2519"},{"skill_mod":{},"summary":"You allow a portion of the fire magic housed in your relic to escape in a direction of your choice. You deal 1d10 fire damage for every 2 levels of …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2520","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2520","text":" Activate Two Actions (concentrate, manipulate) Effect You allow a portion of the fire magic housed in your relic to escape in a direction of your choice. You deal 1d10 fire damage for every 2 levels of the relic to all creatures in a 30-foot cone (basic Reflex). You can't use Searing Wave again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2520"},{"skill_mod":{},"summary":"Flames roar forth from the triggering creature, dealing 6d6 fire damage to all creatures in a 15-foot burst centered on it, including that creature ( …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"A creature within 60 feet is critically hit by or critically fails a save against a fire effect and is not reduced to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2521","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2521","text":" Activate Reaction (concentrate) Trigger A creature within 60 feet is critically hit by or critically fails a save against a fire effect and is not reduced to 0 Hit Points; Effect Flames roar forth from the triggering creature, dealing 6d6 fire damage to all creatures in a 15-foot burst centered on it, including that creature (basic Reflex). You aren't affected by the activation, though your allies are. If this damage reduces the triggering creature to 0 Hit Points, it's reduced to a fine ash, though its gear remains. You can't use this activation again for 1d4 rounds.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2521"},{"skill_mod":{},"summary":"An infusion of vitality energy from your relic can temporarily animate an unliving object. You transform an adjacent inanimate object into an …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2522","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2522","text":" Activate Two Actions (concentrate) Frequency once per day; Effect An infusion of vitality energy from your relic can temporarily animate an unliving object. You transform an adjacent inanimate object into an animated object with a level equal to one-half the relic's level and appropriate to the object (so a broom would become an animated broom). The object pursues a single simple noncombat task you state when you use Bestow Life, ignoring any subsequent commands. The object is mindless and pursues the task single-mindedly and in an uncreative manner. The object remains animated for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2522"},{"skill_mod":{},"summary":"You release a wave of vitality energy in a 15-foot cone. You and each living target in the area regain 1d4 HP per level of the relic.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2523","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2523","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect You release a wave of vitality energy in a 15-foot cone. You and each living target in the area regain 1d4 HP per level of the relic.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2523"},{"skill_mod":{},"summary":"Your relic acts as a relay for vitality. You or an adjacent willing creature regain a number of Hit Points equal to the amount in excess of the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"An ally within 60 feet regains more Hit Points than it is currently down via a targeted healing vitality effect without a duration","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2524","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2524","text":" Activate Reaction (concentrate) Trigger An ally within 60 feet regains more Hit Points than it is currently down via a targeted healing vitality effect without a duration; Effect Your relic acts as a relay for vitality. You or an adjacent willing creature regain a number of Hit Points equal to the amount in excess of the triggering creature's maximum Hit Points; for instance, if the triggering creature was missing 5 Hit Points and was targeted by a heal spell that restored 12 Hit Points, you or an adjacent willing creature would regain the remaining 7 Hit Points.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2524"},{"skill_mod":{},"summary":"Massive amounts of vitality energy surge forth. For 1 minute, you emit vitality energy in a 10-foot emanation centered on you. At the end of your …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2525","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2525","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Massive amounts of vitality energy surge forth. For 1 minute, you emit vitality energy in a 10-foot emanation centered on you. At the end of your turn, you (if you are living) and allied living creatures in the emanation regain 10 Hit Points. If you or an allied creature would die due to an increased dying value, you can Dismiss the activation as a free action to prevent the death; if you do, their dying value doesn't increase.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2525"},{"skill_mod":{},"summary":"Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You fail an attack roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2526","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2526","text":" Activate Reaction (concentrate) Trigger You fail an attack roll; Effect Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next one. You gain a +1 circumstance bonus to your next attack roll against the target you missed, as long as it's made before the beginning of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2526"},{"skill_mod":{},"summary":"Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2527","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2527","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that enters a 120-foot-radius emanation, centered on you, must attempt a secret Will save, after which the creature is then temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature takes a –2 status penalty to Perception checks to Seek or otherwise detect you. Failure You filter all of the creature's senses, making it difficult for it to notice you. When you are hidden or undetected from the creature, it doesn't observe you as soon as you do anything other than Hide, Sneak, or Step. If it rolls a Perception check to Seek or otherwise detect you, it gets the outcome one degree of success worse than what it rolled, and if you roll a Stealth check to Hide, Sneak, or otherwise escape its attention, you get the outcome one degree of success better than what you rolled against the creature. If you use a hostile action toward the creature, the effect ends for that creature after your hostile action is completed. Critical Failure As failure, but the effect doesn't end for that creature if you use a hostile action against it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2527"},{"skill_mod":{},"summary":"Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2528","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2528","text":" Activate Two Actions (concentrate) Effect Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a basic Will save or take 1d10 mental damage for every 2 levels of the relic. On a critical failure, they are also stupefied 1 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2528"},{"skill_mod":{},"summary":"Pollen and poison spores spray from your relic, dealing 1d6 poison damage for every 2 relic levels (minimum 1d6) to all creatures in a 15-foot cone ( …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2529","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2529","text":" Activate Two Actions (concentrate, manipulate) Effect Pollen and poison spores spray from your relic, dealing 1d6 poison damage for every 2 relic levels (minimum 1d6) to all creatures in a 15-foot cone (basic Fortitude save). On a critical failure, targets are also dazzled for 1 round. You can't use Pollen Spray again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2529"},{"skill_mod":{},"summary":"Your relic rapidly matures and animates nearby plant matter into an ally to fight by you, casting summon plant or fungus , with a rank of half the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2530","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2530","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect Your relic rapidly matures and animates nearby plant matter into an ally to fight by you, casting summon plant or fungus , with a rank of half the item's level rounded up. You can Sustain this activation as you would the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2530"},{"skill_mod":{},"summary":"Your relic launches a sticky, multi-stranded vine at a target within 50 feet. Make an attack roll as you would when using a grappling hook , but if …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2531","weakness":{},"name":"(attack, manipulate)","actions_number":2,"id":"action-2531","text":" Activate Single Action (attack, manipulate) Effect Your relic launches a sticky, multi-stranded vine at a target within 50 feet. Make an attack roll as you would when using a grappling hook, but if you roll a critical failure on the check to secure the vine, you get a failure instead. Once the vine is anchored, creatures receive a +1 status bonus to Athletics checks to Climb the vine, and they gain a +5-foot status bonus to the distance they move with a successful check while Climbing using the vine. The vine lasts for 1 day or until you use grappling vine again, at which point your older vine withers.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2531"},{"skill_mod":{},"summary":"You discorporate into a cloud of petals and leaves. This grants you the swarm trait, immunity to falling damage, resistance 5 to bludgeoning and …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2532","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2532","text":" Activate Two Actions (concentrate) Frequency once per hour; Effect You discorporate into a cloud of petals and leaves. This grants you the swarm trait, immunity to falling damage, resistance 5 to bludgeoning and slashing damage, and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent petals through the gap. You don't gain the swarm mind ability, so you're still affected normally by mental effects. As a swarm, you can't speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your Strikes with your normal body. You remain in this form for 1 minute or until you Dismiss the activation. At 13th level, the relic gains a reaction that triggers when you fall or take damage, applying this gift's resistances, weaknesses, and immunity to falling damage to the triggering effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2532"},{"skill_mod":{},"summary":"With a pulse of natural energy, your relic grows massive plants in an instant. The megaflora is of one of the following types, chosen by the GM when …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2533","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2533","text":" Activate Two Actions (concentrate, manipulate) Frequency once per day; Effect With a pulse of natural energy, your relic grows massive plants in an instant. The megaflora is of one of the following types, chosen by the GM when the relic gains this gift. A megaflora appears in an unoccupied 10-foot space within 30 feet and has 50 Hit Points, weakness 5 to fire, AC 37, Reflex +20, and Fortitude +30. It persists for 1 minute or until reduced to 0 Hit Points. Corpseflower A single putrid-smelling flower grows at the target location. While the flower persists, each round at the end of your turn, all creatures in a 20-foot burst centered on the plant except you must succeed at a Fortitude save or be sickened 2 (also stunned 2 on a critical failure). This is a poison effect. Thorns A 10-foot-tall thorned plant or bamboo stalk grows at the target location. While the stalk persists, each round at the end of your turn, sharp stakes erupt from the ground, dealing 6d8 piercing damage to all creatures in a 20-foot burst centered on the plant except you (basic Reflex). Tree of Life A large tree bearing life-giving fruit grows at the target location. While the tree persists, living creatures within reach of the tree can use an Interact action to pick and eat one of the tree's fruits, regaining 2d8+5 Hit Points; picking a fruit without eating it causes the fruit to instantly vanish. This is a healing and wood effect, and a given creature can heal from the tree only once per round. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2533"},{"skill_mod":{},"summary":"Your relic pulls at nearby shadows, twisting them into the shape of a simple weapon or a simple tool or item, such as a rope or crowbar . It lasts …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2534","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2534","text":" Activate Single Action (manipulate) Effect Your relic pulls at nearby shadows, twisting them into the shape of a simple weapon or a simple tool or item, such as a rope or crowbar. It lasts until it's used for a single activity, until you use shadow smith again, or for 1 minute, whichever comes first, after which it dissipates.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2534"},{"skill_mod":{},"summary":"Your relic's shadow detaches from your relic and dances through the air to attack an enemy. When you Activate the relic, designate a target. The …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2535","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2535","text":" Activate Two Actions (concentrate, manipulate) Frequency once per hour; Effect Your relic's shadow detaches from your relic and dances through the air to attack an enemy. When you Activate the relic, designate a target. The relic's shadow flies up to 60 feet until it's adjacent to that foe and then makes a Strike against it, dealing 5d8 damage on a success or double that on a critical success; the damage type is of any type normally dealt by your relic. The shadow uses your attack bonus with the relic, and it uses and contributes to your multiple attack penalty. While this activation is in effect, you can use a single action, which has the attack and concentrate traits, to mentally direct the shadow to make another Strike against the same target. The shadow lasts until that target is reduced to 0 Hit Points, that target moves more than 400 feet from you, or that target moves to an area where no shadow could be cast, such as an area of complete darkness, whichever comes first. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would, and it automatically follows the chosen foe. The shadow can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2535"},{"skill_mod":{},"summary":"Your relic creates a path from your shadow to a nearby one, teleporting you and any items you're wearing or holding from your current space to an …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2536","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2536","text":" Activate Two Actions (concentrate) Effect Your relic creates a path from your shadow to a nearby one, teleporting you and any items you're wearing or holding from your current space to an unoccupied one within 30 feet that you can see. You can't use the dark roads gift again for 1d4 rounds. If the destination is not within an area of bright light, the range is instead 60 feet. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the gift fails.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2536"},{"skill_mod":{},"summary":"Shadowy essence infuses your body, and you can reshape wisps of yourself into a variety of damaging shadows. This has the effect of a 6th-rank …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2537","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2537","text":" Activate Two Actions (concentrate, manipulate) Effect Shadowy essence infuses your body, and you can reshape wisps of yourself into a variety of damaging shadows. This has the effect of a 6th-rank shadow blast , choosing from only bludgeoning, slashing, or piercing damage. You can't use this activation again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2537"},{"skill_mod":{},"summary":"You call down a curtain of violent rain in a location within 120 feet. The wall is 5 feet thick, 30 feet long, up to 30 feet high, and lasts for 1 …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2538","frequency":"once per day","weakness":{},"name":"(attack, concentrate)","actions_number":6,"id":"action-2538","text":" Activate Three Actions (attack, concentrate) Frequency once per day; Effect You call down a curtain of violent rain in a location within 120 feet. The wall is 5 feet thick, 30 feet long, up to 30 feet high, and lasts for 1 minute. The wall stands vertically, but you can shape its path. The wall has the following effects. If a fire effect crosses through the wall, it either uses the outcome one degree of success worse than the result of its attack roll or its targets use the outcome one degree of success better than the result of their saving throw, as appropriate. Creatures with a weakness to water that cross the wall or start their turn in the wall take damage equal to their weakness. The wall imposes a –2 status penalty to Perception checks to sense creatures or objects on the other side. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2538"},{"skill_mod":{},"summary":"Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal 2d10 bludgeoning …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2539","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2539","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal 2d10 bludgeoning damage plus 2 bludgeoning splash damage. At 3rd level and every 2 levels thereafter, increase the initial damage by 1d10 and the splash damage by 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2539"},{"skill_mod":{},"summary":"Your relic can absorb and release water, storing it in an endless reservoir. You either touch your relic to an adjacent body of water and absorb 1 …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2540","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2540","text":" Activate Single Action (manipulate) Effect Your relic can absorb and release water, storing it in an endless reservoir. You either touch your relic to an adjacent body of water and absorb 1 gallon of it into the reservoir, or you release 1 gallon of a liquid from the reservoir. You can add another action to the activation to absorb water from a touched creature made entirely of water, like a water elemental. If you do, it takes 1d6 damage per relic level (basic Fortitude save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2540"},{"skill_mod":{},"summary":"Your relic attempts to counteract the effect, expending 1 gallon of stored liquid. At the GM's discretion, you can use this ability on effects made …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You are targeted by an acid or water effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2541","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2541","text":" Activate Reaction (manipulate) Trigger You are targeted by an acid or water effect; Effect Your relic attempts to counteract the effect, expending 1 gallon of stored liquid. At the GM's discretion, you can use this ability on effects made of other liquids, such as blood.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2541"},{"skill_mod":{},"summary":"Ankle-deep water floods outward from you, filling a 60-foot emanation centered on you for 1 minute. Enemies within the area without a swim Speed …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2542","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2542","text":" Activate Two Actions (concentrate) Frequency once per day; Effect Ankle-deep water floods outward from you, filling a 60-foot emanation centered on you for 1 minute. Enemies within the area without a swim Speed treat the area as difficult terrain for movement on land. While the effect persists, you can have any water effects you generate originate from any point within the emanation, in addition to their normal range and area.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2542"},{"skill_mod":{},"summary":"You destroy the staff, unleashing a blast of arcane power in a 30- foot cone, dealing 2d6 force damage per charge remaining in the staff with a DC 30 …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2543","weakness":{},"name":"(death, force, manipulate)","actions_number":4,"id":"action-2543","text":" Activate—Sunder Two Actions (death, force, manipulate) Effect You destroy the staff, unleashing a blast of arcane power in a 30- foot cone, dealing 2d6 force damage per charge remaining in the staff with a DC 30 basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2543"},{"skill_mod":{},"summary":"The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2544","weakness":{},"name":"Interact","actions_number":2,"id":"action-2544","text":" Activate Single Action Interact; Effect The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2544"},{"skill_mod":{},"summary":" Cantrip light 2nd everlight 3rd everlight , holy light ","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2546","weakness":{},"name":"Cast a Spell","id":"action-2546","text":" Activate Cast a Spell; Effect Cantrip light 2nd everlight 3rd everlight , holy light ","category":"action","rarity":"common","slug":"action-2546"},{"skill_mod":{},"summary":"You retrieve an item of your choice from the robe's storage, then Recall Knowledge.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2547","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-2547","text":" Activate—Review Single Action (concentrate, manipulate) Effect You retrieve an item of your choice from the robe's storage, then Recall Knowledge.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2547"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2548","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2548","text":" Activate—Extra Credit Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2548"},{"skill_mod":{},"summary":"You Shove the creature using the bands' Athletics modifier of +14.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"A creature critically misses you with a melee Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2549","weakness":{},"name":"(force, manipulate)","actions_number":1,"id":"action-2549","text":" Activate—Return Force Reaction (force, manipulate) Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2549"},{"skill_mod":{},"summary":"You gain a +10-foot status bonus to Speed for 1 minute.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2550","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2550","text":" Activate—Jangling Dash Single Action (concentrate) Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2550"},{"skill_mod":{},"summary":"The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are aware of the attack and not off-guard","source":["GM Core"],"trigger":"A ranged weapon attack hits you but doesn't critically hit","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2553","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2553","text":" Activate Reaction (manipulate) Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2553"},{"skill_mod":{},"summary":"You cast translocate . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2554","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2554","text":" Activate—Puff of Smoke Two Actions (manipulate) Frequency once per day; Effect You cast translocate . The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates. Strong winds immediately disperse the smoke.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2554"},{"skill_mod":{},"summary":"The bracers fuse temporarily with your forearms, with the claws extending to your fingertips. You gain a climb Speed of 20 feet and a claw unarmed …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2555","frequency":"once per hour","weakness":{},"name":"(manipulate, morph)","actions_number":2,"id":"action-2555","text":" Activate—Extend Claws Single Action (manipulate. morph) Frequency once per hour; Effect The bracers fuse temporarily with your forearms, with the claws extending to your fingertips. You gain a climb Speed of 20 feet and a claw unarmed attack with the agile and finesse traits that deals 1d6 slashing damage. This lasts for 10 minutes or until you Dismiss it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2555"},{"skill_mod":{},"summary":"You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2556","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2556","text":" Activate—Draw Hood Two Actions (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of invisibility , with the spell's normal duration or until you pull the hood back down, whichever comes first.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2556"},{"skill_mod":{},"summary":"You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a free hand","source":["GM Core"],"trigger":"You are targeted by or within the area of the spell stored within the charm","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2557","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-2557","text":" Activate—Counter Reaction (manipulate) Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2557"},{"skill_mod":{},"summary":"You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2558","frequency":"once per day","weakness":{},"name":"1 minute (manipulate)","id":"action-2558","text":" Activate—Prototype 1 minute (manipulate) Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item.","category":"action","rarity":"common","slug":"action-2558"},{"skill_mod":{},"summary":"Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2559","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2559","text":" Activate—Defiant Hex Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2559"},{"skill_mod":{},"summary":"You become concealed until the beginning of your next turn.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"On your most recent action, you succeeded at a Performance check to dance","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2560","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2560","text":" Activate—Swirling Scarf Single Action (manipulate) Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2560"},{"skill_mod":{},"summary":"The boots cast unfettered movement on you.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2561","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2561","text":" Activate—Daredevil Impulse Two Actions (concentrate) Frequency once per day; Effect The boots cast unfettered movement on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2561"},{"skill_mod":{},"summary":"The mask casts a fear spell with a DC of 20.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2562","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2562","text":" Activate—Leering Mask Two Actions (manipulate) Frequency once per day; Effect The mask casts a fear spell with a DC of 20.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2562"},{"skill_mod":{},"summary":"Gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the vestments are dedicated to. If you …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2563","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2563","text":" Activate—Domain Devotion Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the vestments are dedicated to. If you don't spend this point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2563"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2564","weakness":{},"name":"(concentrate, spellshape)","actions_number":2,"id":"action-2564","text":" Activate—Amplify Single Action (concentrate, spellshape) Effect If your next action is to Cast a Spell, that spell's rank is 1 higher (maximum 10th rank) for the purposes of counteracting and being counteracted.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2564"},{"skill_mod":{},"summary":"You gain 8 temporary Hit Points that last for 1 minute.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You are healed by a vitality efect or took void damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2565","frequency":"once per hour","weakness":{},"name":"(concentrate, vitality)","actions_number":1,"id":"action-2565","text":" Activate—Flow of Life Reaction (concentrate, vitality) Frequency once per hour; Trigger You are healed by a vitality efect or took void damage; Effect You gain 8 temporary Hit Points that last for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2565"},{"skill_mod":{},"summary":"You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2566","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-2566","text":" Activate—Hat Spell Cast a Spell Frequency once per day; Effect You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat.","category":"action","rarity":"common","slug":"action-2566"},{"skill_mod":{},"summary":"The ring casts sending to your specifications.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2567","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-2567","text":" Activate—Sending Three Actions (concentrate) Frequency once per hour; Effect The ring casts sending to your specifications.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2567"},{"skill_mod":{},"summary":"You cast a 4th-rank dream message spell.\r\n","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2568","frequency":"once per day","weakness":{},"name":"10 minutes (concentrate, manipulate)","id":"action-2568","text":" Activate—Dream Message (concentrate, manipulate) Frequency once per day; Effect You cast a 4th-rank dream message spell.","category":"action","rarity":"common","slug":"action-2568"},{"skill_mod":{},"summary":"You change the mask's character and reroll the Performance check, using the second result. ","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You fail a Performance check that benefits from the mask's bonus","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2569","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-2569","text":" Activate—Sacrifice Role Reaction (concentrate, fortune) Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2569"},{"skill_mod":{},"summary":"You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2571","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2571","text":" Activate—Cultivate Two Actions (manipulate) Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with vitality energy, replicating the effects of a field of life spell. You can Sustain the activation up to 1 minute. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2571"},{"skill_mod":{},"summary":"You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2572","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2572","text":" Activate—Cloak Identity Two Actions (concentrate, manipulate) Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2572"},{"skill_mod":{},"summary":"Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non- human ancestry, or some other type of creature. (The GM …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2573","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2573","text":" Activate—Diplomat's Bearing Single Action (concentrate) Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non- human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2573"},{"skill_mod":{},"summary":"Your target is gripped by intense fear. This has the effect of a DC 37 vision of death spell. The creature is then temporarily immune for 24 …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You damage a creature with a Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2575","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2575","text":" Activate—Visions of Terror Free Action (concentrate) Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 vision of death spell. The creature is then temporarily immune for 24 hours.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2575"},{"skill_mod":{},"summary":"You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2576","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2576","text":" Activate—Glide Through Earth Single Action (manipulate) Frequency once per hour; Effect You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking 1d6 bludgeoning damage for every 5 feet between the end of your movement and the open area. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2576"},{"skill_mod":{},"summary":"Gain 1 Focus Point, which you can spend only to cast a bard composition spell. If you don't spend this point by the end of this turn, it is lost.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2578","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2578","text":" Activate—Encore Free Action (concentrate) Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a bard composition spell. If you don't spend this point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2578"},{"skill_mod":{},"summary":"You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2579","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2579","text":" Activate—Transcribe Single Action (manipulate) Frequency once per day; Effect You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded on the paper, and the paper expands as necessary to accommodate it. Depending on the type of performance, this might take the form of sheet music, a transcript, or a diagram of dance moves.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2579"},{"skill_mod":{},"summary":"You can roll the flat check for the concealed or hidden condition twice and use the higher result.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You attack a concealed or hidden creature and haven't attempted the flat check yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2580","weakness":{},"name":"(concentrate, fortune)","actions_number":0,"id":"action-2580","text":" Activate—Luck Beyond Sight Free Action (concentrate, fortune) Trigger You attack a concealed or hidden creature and haven't attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2580"},{"skill_mod":{},"summary":"You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in a non-humanoid form via a polymorph effect","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2581","frequency":"once during the duration of each polymorph effect","weakness":{},"name":"(auditory, concentrate, emotion, fear, mental)","actions_number":2,"id":"action-2581","text":" Activate—Primal Roar Single Action (auditory, concentrate, emotion, fear , mental) Frequency once during the duration of each polymorph effect; Requirements You're in a non-humanoid form via a polymorph effect; Effect You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Critical Success The creature is frightened 2 Success The creature is frightened 1 Failure The creature is unaffected","category":"action","actions":"Single Action","rarity":"common","slug":"action-2581"},{"skill_mod":{},"summary":"You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2582","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2582","text":" Activate—Healer's Touch Single Action (manipulate) Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2582"},{"skill_mod":{},"summary":"You Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2584","frequency":"once per minute","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2584","text":" Activate—Devil's Dance Two Actions (manipulate) Frequency once per minute; Effect You Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2584"},{"skill_mod":{},"summary":"You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2585","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-2585","text":" Activate—Papers Please Single Action (concentrate, manipulate) Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2585"},{"skill_mod":{},"summary":"You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-rank mending …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2586","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-2586","text":" Activate—Inexplicable Patch Three Actions (concentrate, manipulate) Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-rank mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2586"},{"skill_mod":{},"summary":"Adjusting your goggles, you gain darkvision for 1 hour.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2587","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2587","text":" Activate—Darkvision Single Action (manipulate) Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2587"},{"skill_mod":{},"summary":"You squeeze juice from one of the berries and smear it onto a weapon made primarily of wood to cast runic weapon on it, or onto a creature to …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2589","frequency":"once per 10 minutes","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2589","text":" Activate—Anoint Two Actions (manipulate) Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a weapon made primarily of wood to cast runic weapon on it, or onto a creature to cast runic body on it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2589"},{"skill_mod":{},"summary":"You touch the sprig, then a tree to cast one with plants upon yourself, turning into a vine on the touched tree.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2590","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2590","text":" Activate—Bind Two Actions (manipulate) Frequency once per day; Effect You touch the sprig, then a tree to cast one with plants upon yourself, turning into a vine on the touched tree.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2590"},{"skill_mod":{},"summary":"You stomp three times and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2591","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2591","text":" Activate—Quickening Stomp Single Action (manipulate) Frequency once per day; Effect You stomp three times and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)","category":"action","actions":"Single Action","rarity":"common","slug":"action-2591"},{"skill_mod":{},"summary":"One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"There is room for an item in the belt","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2592","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2592","text":" Activate—Store Item Single Action (manipulate) Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2592"},{"skill_mod":{},"summary":"The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"An item is stored in the belt and you have a free hand","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2595","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-2595","text":" Activate—Retrieve Item Free Action (manipulate) Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2595"},{"skill_mod":{},"summary":"Snapping your fingers on the hand that wears the ring causes the ring to cast honeyed words on you with no visual manifestations of a spell being …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2596","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2596","text":" Activate—Sweeten Lies Two Actions (manipulate) Frequency once per day; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast honeyed words on you with no visual manifestations of a spell being cast.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2596"},{"skill_mod":{},"summary":"You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2598","frequency":"once per 10 minutes","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2598","text":" Activate—Track Sigil Single Action (manipulate) Frequency once per 10 minutes; Effect You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles away or if there's lead or running water between you and the sigil .","category":"action","actions":"Single Action","rarity":"common","slug":"action-2598"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2599","weakness":{},"name":"(concentrate, spellshape)","actions_number":0,"id":"action-2599","text":" Activate Free Action (concentrate, spellshape) Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2599"},{"skill_mod":{},"summary":"The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2600","frequency":"once per day","weakness":{},"name":"(concentrate, light, revelation)","actions_number":4,"id":"action-2600","text":" Activate—Spiritual Light Two Actions (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2600"},{"skill_mod":{},"summary":"The symbol casts bane or bless . The counteract DC of these effects is 18, and the counteract modifier is +8.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2601","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2601","text":" Activate—Presence Two Actions (concentrate, manipulate) Frequency once per day; Effect The symbol casts bane or bless . The counteract DC of these effects is 18, and the counteract modifier is +8.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2601"},{"skill_mod":{},"summary":"You gain the effects of an 8th-rank truesight spell.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2602","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2602","text":" Activate—Truesight Two Actions (concentrate) Frequency once per day; Effect You gain the effects of an 8th-rank truesight spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2602"},{"skill_mod":{},"summary":"Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2603","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2603","text":" Activate—Throw Voice Two Actions (manipulate) Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2603"},{"skill_mod":{},"summary":"As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2605","weakness":{},"name":"10 minutes (concentrate, manipuldate)","id":"action-2605","text":" Activate—Group Voyage 10 minutes (concentrate, manipulate) Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-rank interplanar teleport or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using interplanar teleport or halve the distance you're off-target with teleport . On a critical success, you arrive exactly on target.","category":"action","rarity":"common","slug":"action-2605"},{"skill_mod":{},"summary":"You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2606","weakness":{},"name":"(concentrate, manipulate)","actions_number":6,"id":"action-2606","text":" Activate—Release the Lie Three Actions (concentrate, manipulate) Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2606"},{"skill_mod":{},"summary":"The wings grow in size and propel you through the air, granting you a fly Speed of 30 feet for 10 minutes.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2607","frequency":"once per day","weakness":{},"name":"(air, concentrate)","actions_number":4,"id":"action-2607","text":" Activate—Awaken Wings Two Actions (air, concentrate) Frequency once per day; Effect The wings grow in size and propel you through the air, granting you a fly Speed of 30 feet for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2607"},{"skill_mod":{},"summary":"The wayfinder is targeted by a 1st-rank light spell.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2608","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2608","text":" Activate—Light Single Action (concentrate) Effect The wayfinder is targeted by a 1st-rank light spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2608"},{"skill_mod":{},"summary":"You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2609","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2609","text":" Activate—Assisted Lift Two Actions (manipulate) Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2609"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2610","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2610","text":" Activate—Druidic Secrets Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2610"},{"skill_mod":{},"summary":"You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2613","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2613","text":" Activate—Bond Single Action (manipulate) Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2613"},{"skill_mod":{},"summary":"You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2614","frequency":"once per day","weakness":{},"name":"1 minute (manipulate)","id":"action-2614","text":" Activate—Masquerade 1 minute (manipulate) Frequency once per day; Effect You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise , but it can still be felt if touched.","category":"action","rarity":"common","slug":"action-2614"},{"skill_mod":{},"summary":"The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2615","frequency":"once per day","weakness":{},"name":"1 minute (concentrate)","id":"action-2615","text":" Activate—Dispatch Messenger 1 minute (concentrate) Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the leader or organization represented by the ring.","category":"action","rarity":"common","slug":"action-2615"},{"skill_mod":{},"summary":"You touch the stitched image of the new moon on the armor's collar and suppress the dazzled condition for 1 minute.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2616","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2616","text":" Activate—Dim Sight Single Action (manipulate) Frequency once per day; Effect You touch the stitched image of the new moon on the armor's collar and suppress the dazzled condition for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2616"},{"skill_mod":{},"summary":"The ripples on the armor begin to undulate, matching the movement of any nearby water. The armor casts water walk on you.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2619","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2619","text":" Activate—Ride the Waves Two Actions (concentrate, manipulate) Frequency once per hour; Effect The ripples on the armor begin to undulate, matching the movement of any nearby water. The armor casts water walk on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2619"},{"skill_mod":{},"summary":"You merge with the water for 10 minutes. While merged, you can't move, you can see through the water if it's clear enough, and you can hear what's …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2620","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, polymorph)","actions_number":4,"id":"action-2620","text":" Activate—Submerge Two Actions (concentrate, manipulate, polymorph) Frequency once per day; Effect You merge with the water for 10 minutes. While merged, you can't move, you can see through the water if it's clear enough, and you can hear what's going on outside of the water. Water typically can't take damage, but if the water you're merged in is subject to electricity damage or an ability or effect that destroys or dries water, you're expelled from the water and take 10d6 damage. Control water expels you without dealing damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2620"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a focus pool","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2621","weakness":{},"name":"Refocus","legacy_id":["action-71"],"trait":["Concentrate","Exploration"],"id":"action-2621","text":" Refocus Source Player Core pg. 298 Requirements You have a focus pool --- 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 holy deity can usually Refocus while tending the wounds of their allies.","category":"action","rarity":"common","slug":"action-2621"},{"skill_mod":{},"summary":"You attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usually roll …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2622","weakness":{},"name":"Avoid Notice","legacy_id":["action-511"],"trait":["Exploration"],"id":"action-2622","text":" Avoid Notice Source Player Core pg. 438 --- You attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).","category":"action","rarity":"common","slug":"action-2622"},{"skill_mod":{},"summary":"You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2623","weakness":{},"name":"Defend","legacy_id":["action-512"],"trait":["Exploration"],"id":"action-2623","text":" Defend Source Player Core pg. 438 --- You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.","category":"action","rarity":"common","slug":"action-2623"},{"skill_mod":{},"summary":"You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2624","weakness":{},"name":"Detect Magic","legacy_id":["action-513"],"trait":["Concentrate","Exploration"],"id":"action-2624","text":" Detect Magic Source Player Core pg. 438 --- You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.","category":"action","rarity":"common","slug":"action-2624"},{"skill_mod":{},"summary":"Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2625","weakness":{},"name":"Follow the Expert","legacy_id":["action-514"],"trait":["Auditory","Concentrate","Exploration","Visual"],"id":"action-2625","text":" Follow the Expert Source Player Core pg. 438 --- Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).","category":"action","rarity":"common","slug":"action-2625"},{"skill_mod":{},"summary":"You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2626","weakness":{},"name":"Hustle","legacy_id":["action-515"],"trait":["Exploration","Move"],"id":"action-2626","text":" Hustle Source Player Core pg. 438 --- You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.","category":"action","rarity":"common","slug":"action-2626"},{"skill_mod":{},"summary":"You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2627","weakness":{},"name":"Investigate","legacy_id":["action-516"],"trait":["Concentrate","Exploration"],"id":"action-2627","text":" Investigate Source Player Core pg. 439 --- You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.","category":"action","rarity":"common","slug":"action-2627"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2628","weakness":{},"name":"Repeat a Spell","legacy_id":["action-517"],"trait":["Concentrate","Exploration"],"id":"action-2628","text":" Repeat a Spell Source Player Core pg. 439 --- 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. Repeating a spell that requires making complex decisions, such as figment , can make you fatigued, as determined by the GM.","category":"action","rarity":"common","slug":"action-2628"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2629","weakness":{},"name":"Scout","legacy_id":["action-518"],"trait":["Concentrate","Exploration"],"id":"action-2629","text":" Scout Source Player Core pg. 439 --- 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.","category":"action","rarity":"common","slug":"action-2629"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2630","weakness":{},"name":"Search","legacy_id":["action-519"],"trait":["Concentrate","Exploration"],"id":"action-2630","text":" Search Source Player Core pg. 439 --- 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.","category":"action","rarity":"common","slug":"action-2630"},{"skill_mod":{},"summary":"You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2631","weakness":{},"name":"Sustain an Effect","trait":["Concentrate","Exploration"],"id":"action-2631","text":" Sustain an Effect Source Player Core pg. 439 --- You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. Sustaining an effect that requires making complex decisions, such as spiritual armament , can make you fatigued, as determined by the GM.","category":"action","rarity":"common","slug":"action-2631"},{"skill_mod":{},"summary":"You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair toolkit with both hands. You can …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must use a repair toolkit ","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2632","weakness":{},"name":"Affix a Talisman","legacy_id":["action-520"],"trait":["Exploration","Manipulate"],"id":"action-2632","text":" Affix a Talisman Source GM Core pg. 263 Requirements You must use a repair toolkit --- You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair toolkit with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again.","category":"action","rarity":"common","slug":"action-2632"},{"skill_mod":{},"summary":"You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2633","weakness":{},"name":"Long-Term Rest","legacy_id":["action-521"],"trait":["Downtime"],"id":"action-2633","text":" Long-Term Rest Source Player Core pg. 440 --- 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.","category":"action","rarity":"common","slug":"action-2633"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2634","weakness":{},"name":"Retraining","legacy_id":["action-522"],"trait":["Downtime"],"id":"action-2634","text":" Retraining Source Player Core pg. 440 --- 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.","category":"action","rarity":"common","slug":"action-2634"},{"skill_mod":{},"summary":"You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2635","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2635","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage . Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.","category":"action","rarity":"common","slug":"action-2635"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You Shield Block a melee attack with the affixed shield.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2636","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2636","text":" Activate Free Action (concentrate) Trigger You Shield Block a melee attack with the affixed shield.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2636"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You hit a off-guard creature with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2637","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2637","text":" Activate Free Action (concentrate) Trigger You hit a off-guard creature with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2637"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You deal damage to an off-guard creature with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2638","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2638","text":" Activate Free Action (concentrate) Trigger You deal damage to an off-guard creature with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2638"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"Your Strike damages a target","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2639","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2639","text":" Activate Free Action (concentrate) Trigger Your Strike damages a target; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2639"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Acrobatics","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2640","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2640","text":" Activate Single Action (manipulate) Requirements You're trained in Acrobatics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2640"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Athletics","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2641","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2641","text":" Activate Single Action (concentrate) Requirements You are trained in Athletics; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2641"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Perception","source":["GM Core"],"trigger":"You are about to roll Perception for initiative but haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2642","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2642","text":" Activate Free Action (concentrate) Trigger You are about to roll Perception for initiative but haven't rolled yet; Requirements You are a master in Perception; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2642"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["GM Core"],"trigger":"An attack misses you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2643","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2643","text":" Activate Free Action (concentrate) Trigger An attack misses you; Requirements You are trained in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2643"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2644","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2644","text":" Activate Two Actions (concentrate) ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2644"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Acrobatics","source":["GM Core"],"trigger":"You Stride or Step","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2645","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2645","text":" Activate Free Action (concentrate) Trigger You Stride or Step; Requirements You are trained in Acrobatics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2645"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2646","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-2646","text":" Activate Free Action (manipulate) ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2646"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2647","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2647","text":" Activate Single Action (concentrate) Requirements You are trained in Stealth; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2647"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2648","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2648","text":" Activate Two Actions (concentrate) ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2648"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You attempt a Will save against a fear effect but haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2649","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2649","text":" Activate Free Action (concentrate) Trigger You attempt a Will save against a fear effect but haven't rolled yet; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2649"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Acrobatics","source":["GM Core"],"trigger":"You fall or attempt an Acrobatics check to Balance","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2650","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2650","text":" Activate Free Action (concentrate) Trigger You fall or attempt an Acrobatics check to Balance; Requirements You are trained in Acrobatics; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2650"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Crafting","source":["GM Core"],"trigger":"The affixed item would take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2651","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2651","text":" Activate Free Action (concentrate) Trigger The affixed item would take damage; Requirements You are trained in Crafting; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2651"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2652","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2652","text":" Activate Single Action (concentrate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2652"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2653","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2653","text":" Activate Single Action (concentrate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2653"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2654","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2654","text":" Activate Free Action (concentrate) ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2654"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You make an attack with the affixed weapon, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2655","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2655","text":" Activate Free Action (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2655"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You attempt to Grab an Edge but haven't rolled","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2656","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2656","text":" Activate Free Action (concentrate) Trigger You attempt to Grab an Edge but haven't rolled; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2656"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2657","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2657","text":" Activate Free Action (concentrate) ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2657"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Thievery","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2658","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2658","text":" Activate Single Action (manipulate) Requirements You are trained in Thievery; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2658"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You take damage from a physical attack while you don't have the affixed shield raised","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2659","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2659","text":" Activate Reaction (concentrate) Trigger You take damage from a physical attack while you don't have the affixed shield raised; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2659"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2660","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2660","text":" Activate Free Action (concentrate) Trigger You Strike with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2660"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are trained in Stealth","source":["GM Core"],"trigger":"You attempt a Stealth check for initiative, but you haven't rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2661","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2661","text":" Activate Free Action (concentrate) Trigger You attempt a Stealth check for initiative, but you haven't rolled yet; Requirements You are trained in Stealth; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2661"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["GM Core"],"trigger":"A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2662","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2662","text":" Activate Reaction (concentrate) Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2662"},{"skill_mod":{},"primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"trigger":"You successfully Trip a foe","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2663","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2663","text":" Activate Free Action (concentrate) Trigger You successfully Trip a foe; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2663"},{"skill_mod":{},"summary":"Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The creature is an animal companion.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2665","weakness":{},"name":"Support","legacy_id":["action-342"],"actions_number":2,"id":"action-2665","text":" Support Single Action Source Player Core pg. 206 Requirements The creature is an animal companion. --- Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2665"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You place the branch of the great sugi on the corpse of an evil creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2666","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision, Interact","actions_number":4,"id":"action-2666","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You place the branch of the great sugi on the corpse of an evil creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring 3d8+8 Hit Points to all creatures in a 10-foot burst. A character can Climb the tree with a successful DC 10 Athletics check, and its branches effortlessly support the weight of any Medium or smaller creature. The sugi tree reverts to its whip form after 1 hour unless you transform it back before then.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2666"},{"remaster_name":["(manipulate)"],"skill_mod":{},"summary":"You transform the branch of the great sugi from its tree form back into its whip form.","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2667","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":2,"id":"action-2667","text":" Activate Single Action Interact; Effect You transform the branch of the great sugi from its tree form back into its whip form.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2667"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2668","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":2,"id":"action-2668","text":" Activate Single Action envision; Frequency once per day; Effect The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 minutes. If the weapon already bears a ghost touch rune, you instead gain a +1 item bonus to Fortitude saves against effects from incorporeal undead for 5 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2668"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed for …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2678","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision, Interact","actions_number":4,"id":"action-2678","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed for 1 minute or until you move from your current location. Any creature within the 10-foot burst when you Activate the Item must succeed at a DC 23 Reflex save or become dazzled until the end of its next turn (or blinded until the end of its next turn on a critical failure). The flower blooms again the next day.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2678"},{"remaster_name":["(concentrate, fortune)"],"skill_mod":{},"summary":"The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"trigger":"You critically fail a save","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2679","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":1,"id":"action-2679","text":" Activate Reaction envision; Trigger You critically fail a save; Effect The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically failed the check. This is a fortune effect. Once the sixth knot unties, it becomes a non-magical red thread.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2679"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"trigger":"You attempt a Will saving throw against a mental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2680","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":1,"id":"action-2680","text":" Activate Reaction envision; Frequency once per day; Trigger You attempt a Will saving throw against a mental effect; Effect The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving throw, the resistance to mental damage granted by the resolute mind wrap increases to 10 for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2680"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"The small roots extending from the soles of these boots allow you to move freely and easily across wood. For 10 minutes, you gain a 20-foot climb …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2681","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":2,"id":"action-2681","text":" Activate Single Action envision; Frequency once per day; Effect The small roots extending from the soles of these boots allow you to move freely and easily across wood. For 10 minutes, you gain a 20-foot climb Speed on trees and other wooden surfaces, and you don't need to use your hands to climb.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2681"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"trigger":"You're standing on earth, and something attempts to move you against your will","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2682","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":1,"id":"action-2682","text":" Activate Reaction envision; Frequency once per day; Trigger You're standing on earth, and something attempts to move you against your will; Effect The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such as Shove or Pull.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2682"},{"remaster_name":["(concentrate, manipulate, vitality)"],"skill_mod":{},"summary":"You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The spirit fan's leaves are illuminated","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2683","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":4,"id":"action-2683","text":" Activate Two Actions envision; Frequency once per hour; Requirements The spirit fan's leaves are illuminated; Effect You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of golden light. The spirit fan goes dark. If the target is a living creature, the energy restores 3d8+8 Hit Points. If the target is undead, it takes 2d8+8 positive damage (DC 23 basic Fortitude save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2683"},{"skill_mod":{},"primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2684","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"10 minutes (Interact)","id":"action-2684","text":" Activate 10 minutes (Interact); ","category":"action","rarity":"common","slug":"action-2684"},{"skill_mod":{},"primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2685","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact or 10 minutes (concentrate, Interact)","actions_number":2,"id":"action-2685","text":" Activate Single Action Interact or 10 minutes (concentrate, Interact); ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2685"},{"remaster_name":["(concentrate, fortune)"],"skill_mod":{},"summary":"You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the …","primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"trigger":"You roll a failure on a Reflex save","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2687","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(envision)","actions_number":1,"id":"action-2687","text":" Activate Reaction (envision); Trigger You roll a failure on a Reflex save; Effect You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the duration ends. This is a fortune effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2687"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You spin the net in the direction of an incorporeal creature within 30 feet that you can see. Lines of silken force whip out to lash around the …","primary_source":"Pathfinder #198: No Breath to Cry","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2688","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision, Interact","actions_number":4,"id":"action-2688","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You spin the net in the direction of an incorporeal creature within 30 feet that you can see. Lines of silken force whip out to lash around the incorporeal creature, who must attempt a DC 25 Reflex save to avoid becoming immobilized until the end of your next turn. You can Sustain this activation for up to 1 minute, and the creature must succeed at a DC 25 check to Escape the net.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2688"},{"remaster_name":["10 minutes (concentrate, manipulate)"],"skill_mod":{},"summary":"You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love …","primary_source":"Pathfinder #198: No Breath to Cry","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2689","frequency":"once per week","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"10 minutes (envision, Interact)","id":"action-2689","text":" Activate 10 minutes (envision, Interact); Frequency once per week; Effect You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love letters to someone you adore: this could be an actual paramour, someone you're interested in, or someone unknown whose identity you don't recall after waking. When you wake, you're filled with a sense of melancholia about those unsent letters, but these feelings distract you from other, more unpleasant thoughts, granting you resistance 5 to mental damage and a +1 item bonus to saving throws against mental effects for the next 8 hours.","category":"action","rarity":"common","slug":"action-2689"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps. You do not need to Stride first, and …","primary_source":"Pathfinder #198: No Breath to Cry","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2690","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(command)","actions_number":4,"id":"action-2690","text":" Activate Two Actions (command); Frequency once per hour; Effect You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps. You do not need to Stride first, and between the two jumps, you need only to come into contact with a physical object before making the second jump; this object doesn't need to be one that can bear your weight, or even be attached to the ground—you can jump off from a floating feather or a thin branch or even off a paper wall as needed. The sandals' item bonus increases to +2 for these jumps.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2690"},{"remaster_name":["(concentrate, emotion, mental, spellshape)"],"skill_mod":{},"summary":"If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you are overtaken by Juubun's spirit, and the …","primary_source":"Pathfinder #198: No Breath to Cry","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2691","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision (<%TRAITS%590%%>emotion<%END>, <%TRAITS%647%%>mental<%END>, <%TRAITS%107%%>metamagic<%END>)","actions_number":2,"id":"action-2691","text":" Activate Single Action envision (emotion, mental, metamagic); Frequency once per day; Effect If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you are overtaken by Juubun's spirit, and the spoken elements of your spell become impactfully poetic. If the target is an ally, your words inspire them and they gain 10 temporary Hit Points, which last for 1 minute. If the targeted creature is an enemy and the spell requires a saving throw, and if the enemy fails its saving throw, they become sickened 1 as a result of despair and sadness.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2691"},{"skill_mod":{},"summary":"You extend your senses through the blade, allowing you to react to nearby movement. Vashu's Ninth Life \t gains the parry trait and raises itself …","primary_source":"Pathfinder #198: No Breath to Cry","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #198: No Breath to Cry"],"trigger":"Your turn ends","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2692","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(envision)","actions_number":0,"id":"action-2692","text":" Activate Free Action (envision); Frequency once per hour; Trigger Your turn ends; Effect You extend your senses through the blade, allowing you to react to nearby movement. Vashu's Ninth Life gains the parry trait and raises itself into parrying position, granting you a +1 circumstance bonus to AC until the start of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2692"},{"skill_mod":{},"summary":"A portion of the slain creature's life force travels through the blade and into your soul, bolstering your own life. You gain the benefits of the …","primary_source":"Pathfinder #198: No Breath to Cry","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2693","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(envision)","actions_number":1,"id":"action-2693","text":" Activate Reaction (envision); Frequency once per day; Effect A portion of the slain creature's life force travels through the blade and into your soul, bolstering your own life. You gain the benefits of the Diehard feat for 1 minute. This causes you to die from the dying condition at dying 5 rather than dying 4.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2693"},{"remaster_name":["(concentrate, fortune)"],"skill_mod":{},"summary":"Your saving throw result is considered one degree better than the actual result. If this effect turns a success into a critical success, you can …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"trigger":"You attempt a saving throw against an effect with the evil or negative traits","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2694","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command (fortune)","actions_number":1,"id":"action-2694","text":" Activate Reaction command (fortune) Frequency once per day; Trigger You attempt a saving throw against an effect with the evil or negative traits; Effect Your saving throw result is considered one degree better than the actual result. If this effect turns a success into a critical success, you can reflect some of the effect's power as a wave of magical backlash back to the source of the triggering effect, as long as the source is within 30 feet. When you do so, the target must succeed at a DC 28 Fortitude save or become stunned 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2694"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts fireball …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2695","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":4,"id":"action-2695","text":" Activate Two Actions Interact; Frequency once per day; Effect You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts fireball (heightened to 5th- level; DC 29 Reflex save), targeted at a point of your choosing within the spell's range. You and your mount are immune to the effects of this fireball.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2695"},{"remaster_name":["(concentrate, divine, incapacitation, manipulate)"],"skill_mod":{},"summary":"Attempt a Strike against a creature you believe to be possessed. This attack deals no damage on the creature, but if the target is possessed, the …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2696","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision, Interact (abjuration, divine, incapacitation)","actions_number":4,"id":"action-2696","text":" Activate Two Actions envision, Interact (abjuration, divine, incapacitation) Frequency once per day; Effect Attempt a Strike against a creature you believe to be possessed. This attack deals no damage on the creature, but if the target is possessed, the possessing creature must attempt a DC 29 Will save. Critical Success The possessing creature is unaffected, and you remain unaware of if the target is actually possessed or not. Success The possessing creature is unaffected, but you sense that creature’s control over the target and confirm that the target is possessed. Failure You confirm that the target is possessed. The possessing creature can’t control the target for 1 minute. Critical Failure You confirm the target is possessed an instant before you counteract the possession, causing the possessing creature to vacate the target’s body.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2696"},{"remaster_name":["1 minute (manipulate)"],"skill_mod":{},"summary":"You polish and sharpen the axe, after which its scent grows even more powerful and the axe's blade transforms into your choice of standard-grade …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2697","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"1 minute (Interact)","id":"action-2697","text":" Activate 1 minute (Interact); Frequency once per day; Effect You polish and sharpen the axe, after which its scent grows even more powerful and the axe's blade transforms into your choice of standard-grade adamantine or standard-grade mithral for 1 hour; then after this duration, the woodcutter's axe reverts to cold iron.","category":"action","rarity":"common","slug":"action-2697"},{"remaster_name":["(manipulate)"],"skill_mod":{},"summary":"You cause the metal slats of the parasol to open up, transforming it into a moderate sturdy shield (Hardness 13, HP 104 [BT 51]). You can sustain …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2698","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":2,"id":"action-2698","text":" Activate Single Action Interact; Frequency once per day; Effect You cause the metal slats of the parasol to open up, transforming it into a moderate sturdy shield (Hardness 13, HP 104 [BT 51]). You can sustain this activation for up to 10 minutes, after which the sensei's parasol reverts back to bo-staff form. If it's broken as a shield, it reverts to its undamaged bo-staff form. If it's destroyed as a shield, it reverts to bo-staff form and becomes broken.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2698"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You redirect the missed Strike to target a creature or object within the triggering creature's reach. The triggering creature rolls a new Strike …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The sensei's parasol is in bo-staff form and isn't broken","source":["Pathfinder #199: To Bloom Below the Web"],"trigger":"A creature misses you with a melee Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2701","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":1,"id":"action-2701","text":" Activate Reaction envision; Frequency once per day; Trigger A creature misses you with a melee Strike; Requirements The sensei's parasol is in bo-staff form and isn't broken; Effect You redirect the missed Strike to target a creature or object within the triggering creature's reach. The triggering creature rolls a new Strike against the new target to determine the results of the redirected attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2701"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You infuse the thundering fury dadao with the speed of lightning and the force of thunder. The weapon gains the agile and forceful traits for …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2702","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":2,"id":"action-2702","text":" Activate Single Action envision; Frequency once per day; Effect You infuse the thundering fury dadao with the speed of lightning and the force of thunder. The weapon gains the agile and forceful traits for one round. You can Sustain this activation for up to 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2702"},{"remaster_name":["(concentrate, manipulate, water)"],"skill_mod":{},"summary":"A 50-foot cone of steam blasts from the mouth of the cannon, dealing 10d6 fire damage to creatures in its area of effect (DC 27 basic Reflex save). …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2704","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, Interact","actions_number":4,"id":"action-2704","text":" Activate Two Actions command, Interact; Frequency once per day; Effect A 50-foot cone of steam blasts from the mouth of the cannon, dealing 10d6 fire damage to creatures in its area of effect (DC 27 basic Reflex save). This blast ignores the fire resistance normally granted to creatures by being underwater.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2704"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts hallucinatory terrain to …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2705","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, Interact","actions_number":6,"id":"action-2705","text":" Activate Three Actions command, Interact; Frequency once per day; Effect You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts hallucinatory terrain to your specifications (DC 27 Will save to disbelieve). While this only takes three actions to perform (as opposed to the spell's normal 10 minutes of casting), the effect has no range, and the 50-foot burst it creates is centered on you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2705"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You transform the fortune cord into a +2 striking nunchaku for 1 minute. The type of coin loaded onto the cord determines the additional weapon …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you have at least 50 coins loaded onto the fortune cord ","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2709","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":2,"id":"action-2709","text":" Activate Single Action Interact; Frequency once per day; Requirements you have at least 50 coins loaded onto the fortune cord ; Effect You transform the fortune cord into a +2 striking nunchaku for 1 minute. The type of coin loaded onto the cord determines the additional weapon property rune that manifests on this +2 striking nunchaku , as follows. Copper : corrosive weapon Silver : shock weapon Gold : flaming weapon Platinum : frost weapon ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2709"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You whip the fortune cord, causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes 4d6 …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2711","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"manipulate, Interact","actions_number":4,"id":"action-2711","text":" Activate Two Actions manipulate, Interact; Effect You whip the fortune cord, causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes 4d6 damage (DC 28 basic Reflex save); the damage type depends on the type of coins you've loaded. Copper coins deal acid damage, silver coins deal electricity damage, gold coins deal fire damage, and platinum coins deal cold damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2711"},{"remaster_name":["(concentrate, manipulate, olfactory, visual)"],"skill_mod":{},"summary":"You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2713","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envsion, Interact (olfactory, visual)","actions_number":4,"id":"action-2713","text":" Activate Two Actions envsion, Interact (olfactory, visual) Frequency once per day; Effect You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 feet of you that you can see. Any creature that must eat food to survive that's within 30 feet of the appearance of the illusory food must succeed at a DC 28 Will save or be so distracted by the food's sight and smell that they become fascinated by it for 10 minutes. This food's appearance can trigger any jiang-shi's Bitter Epiphany weakness; if the food does so, the jiang-shi takes a –2 item penalty to its Will save to resist the effects of this weakness.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2713"},{"remaster_name":["(concentrate, manipulate, vitality)"],"skill_mod":{},"summary":"You play both heads of the drums, generating a pulse of positive energy that targets one creature within 30 feet that has the undead trait. This …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2714","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":4,"id":"action-2714","text":" Activate Two Actions Interact; Frequency once per hour; Effect You play both heads of the drums, generating a pulse of positive energy that targets one creature within 30 feet that has the undead trait. This deals 5d8 positive damage (DC 28 Fortitude save) to that creature; if the undead also has the ghost trait, the ghost becomes sickened 1 if it fails the save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2714"},{"remaster_name":["(concentrate, manipulate, vitality)"],"skill_mod":{},"summary":"You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of positive energy in a 30-foot …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2715","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":6,"id":"action-2715","text":" Activate Three Actions Interact; Frequency once per hour; Effect You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of positive energy in a 30-foot emanation from you. All undead creatures within this area must attempt a DC 28 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 2d8 positive damage. Failure The creature takes 5d8 positive damage; if the creature has the ghost trait, it becomes stupefied 1 for 1 minute. Critical Failure The creature takes 10d8 positive damage; if the creature has the ghost trait, it becomes stupefied 2 for 1 minute.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2715"},{"remaster_name":["(manipulate)"],"skill_mod":{},"summary":"You take the fulu from the phoenix fulu holder , and an instant later, a glowing image of the fulu you removed manifests in the frame. If the …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"An 11th- or lower-level fulu is stored in the phoenix fulu holder ","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2717","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact","actions_number":2,"id":"action-2717","text":" Activate Single Action Interact; Frequency once per day; Requirements An 11th- or lower-level fulu is stored in the phoenix fulu holder ; Effect You take the fulu from the phoenix fulu holder , and an instant later, a glowing image of the fulu you removed manifests in the frame. If the previously stored fulu is consumed within the next 24 hours, the flickering image within the phoenix fulu holder becomes a solid and fully functional duplicate of that fulu. This duplicated fulu functions identically to the original fulu, but if not affixed within 24 hours of its formation, it fades away and vanishes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2717"},{"remaster_name":[""],"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Cantrip disrupt undead 1st command , sanctuary 2nd …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2718","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Cast a Spell","id":"action-2718","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip disrupt undead 1st command , sanctuary 2nd remove fear , see invisibility 3rd searing light , zone of truth 4th dispel magic , talking corpse 5th banishment , tongues ","category":"action","rarity":"common","slug":"action-2718"},{"remaster_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as you, …","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2719","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command, Interact","actions_number":4,"id":"action-2719","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as you, the skyfang crystal pulses stronger with light when you face in the approximate direction of the named creature, allowing you to Track that creature. The DC for this check is equal to the creature's Will DC, and you can use Occultism, Religion, or Survival to attempt the check. As long as you're tracking this fiend or spirit, you gain a +2 item bonus to saving throws against effects that creature generates. This effect persists until you activate the skyfang crystal again to track a different target","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2719"},{"skill_mod":{},"primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"trigger":"Your Strike with the affixed weapon was a critical success.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2720","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"envision","actions_number":0,"id":"action-2720","text":" Activate Free Action envision; Trigger Your Strike with the affixed weapon was a critical success.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2720"},{"skill_mod":{},"summary":"You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round.","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2722","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, healing)","actions_number":2,"id":"action-2722","text":" Activate Single Action (concentrate, healing) Effect You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2722"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"Until the start of your next\r\nturn, you gain resistance 10 to negative damage.","primary_source":"Pathfinder #199: To Bloom Below the Web","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"trigger":"You attempt a Strike with the four-tiger blade ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2724","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"command","actions_number":1,"id":"action-2724","text":" Activate Reaction command; Trigger You attempt a Strike with the four-tiger blade ; Effect Until the start of your next turn, you gain resistance 10 to negative damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2724"},{"skill_mod":{},"summary":"You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2725","weakness":{},"name":"Influence","legacy_id":["action-480"],"trait":["Concentrate","Linguistic"],"id":"action-2725","text":" Influence Source GM Core pg. 187 --- You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block). Critical Success You gain 2 Influence Points with the chosen NPC. Success You gain 1 Influence Point with the chosen NPC. Failure You gain no Influence Points with the chosen NPC. Critical Failure You lose 1 Influence Point with the chosen NPC.","category":"action","rarity":"common","slug":"action-2725"},{"skill_mod":{},"summary":"You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2726","weakness":{},"name":"Discover","legacy_id":["action-481"],"trait":["Concentrate","Secret"],"id":"action-2726","text":" Discover Source GM Core pg. 187 --- You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC’s influence stat block. Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC’s personal biases, one of the NPC’s resistances, or one of the NPC’s weaknesses. Failure You learn no information. Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery.","category":"action","rarity":"common","slug":"action-2726"},{"legacy_name":["(divination, scrying)"],"skill_mod":{},"summary":"You sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the …","primary_source":"Monster Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren’t wielding Blackaxe and you are its true owner","source":["Monster Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2727","weakness":{},"name":"(concentrate, scrying)","legacy_id":["action-294"],"actions_number":2,"id":"action-2727","text":" Activate—Owner’s Authority Single Action (concentrate, scrying) Requirements You aren’t wielding Blackaxe and you are its true owner; Effect You sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe , it must succeed at a DC 50 Will save or be slowed 2 until it relinquishes the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2727"},{"legacy_name":["command (conjuration, teleportation)"],"skill_mod":{},"summary":" Blackaxe appears in your hands, teleporting instantly from its prior location.","primary_source":"Monster Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren’t wielding Blackaxe and you are its true owner","source":["Monster Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2728","weakness":{},"name":"(concentrate, teleportation)","legacy_id":["action-710"],"actions_number":0,"id":"action-2728","text":" Activate—Owner’s Reclamation Free Action (concentrate, teleportation) Requirements You aren’t wielding Blackaxe and you are its true owner; Effect Blackaxe appears in your hands, teleporting instantly from its prior location.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2728"},{"legacy_name":["command (death, healing, necromancy)"],"skill_mod":{},"summary":"Make a Strike against a living tree with Blackaxe . If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of a …","primary_source":"Monster Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Monster Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2729","frequency":"once per minute","weakness":{},"name":"(concentrate, death, healing, positive)","legacy_id":["action-711"],"actions_number":2,"id":"action-2729","text":" Activate—Rejuvenating Deforestation Single Action (concentrate, death, healing, positive) Frequency once per minute; Effect Make a Strike against a living tree with Blackaxe . If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of a 6th-rank sound body spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2729"},{"skill_mod":{},"summary":"You change the mask's appearance into an artistic rendition of a dramatic character of your choice.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2731","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2731","text":" Activate—Assume Role Single Action (concentrate) Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2731"},{"skill_mod":{},"summary":"Spells can vary in how many actions they take, as shown in the spell’s stat block. You cast cantrips , spells from spell slots , and focus spells …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2734","weakness":{},"name":"Cast a Spell","legacy_id":["action-72"],"id":"action-2734","text":" Cast a Spell Source Player Core pg. 299 --- Spells can vary in how many actions they take, as shown in the spell’s stat block. You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell. Some rules will refer to the Cast a Spell activity, such as “if the next action you use is to Cast a Spell.” Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting. See rules for Casting Spells for more information.","category":"action","rarity":"common","slug":"action-2734"},{"skill_mod":{},"summary":"Until the beginning of your next turn, the lure raises above your head and lights up with multicolored flashes that draws creatures closer. Any …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2736","frequency":"once per day","weakness":{},"name":"(manipulate, mental, visual)","actions_number":2,"id":"action-2736","text":" Activate—Raise Lure Single Action (manipulate, mental, visual) Frequency once per day; Effect Until the beginning of your next turn, the lure raises above your head and lights up with multicolored flashes that draws creatures closer. Any creature that begins its turn within 20 feet of you must succeed at a DC 23 Will save or become fascinated by the lure and must spend at least one of its actions to move toward you. The fascination ends at the end of the creature’s turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2736"},{"skill_mod":{},"summary":"You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2737","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2737","text":" Activate—Urticating Burst Two Actions (manipulate) Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2737"},{"skill_mod":{},"summary":"For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2738","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2738","text":" Activate—Background Adaptation Two Actions (concentrate) Frequency once per day; Effect For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as your skin’s attempts to match the background as you move produce noticeable rippling waves of color.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2738"},{"skill_mod":{},"summary":"You splatter ink in a 10-foot cone, covering creatures and revealing invisible ones. Each creature in the area must succeed at a DC 20 Reflex save …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2739","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2739","text":" Activate—Spray Ink Single Action (manipulate) Frequency once per day; Effect You splatter ink in a 10-foot cone, covering creatures and revealing invisible ones. Each creature in the area must succeed at a DC 20 Reflex save or become covered in ink. If a creature has its invisibility negated by this ink, it is concealed instead of invisible. A creature can negate the effects of the ink by spending two Interact actions to wipe off the ink. Critical Success The target is unaffected. Success The target’s invisibility is negated for 2 rounds. Failure The target is blinded for 1 round. Its invisibility is negated for 1 minute. Critical Failure The target is blinded for 10 minutes. Its invisibility is negated for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2739"},{"skill_mod":{},"summary":"You Stride up to your Speed and make a Strike at the end of your movement. If you succeed at your Strike, attempt an Athletics check against …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2740","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2740","text":" Activate—Hodag Toss Two Actions (concentrate, manipulate) Effect You Stride up to your Speed and make a Strike at the end of your movement. If you succeed at your Strike, attempt an Athletics check against the creature’s Fortitude DC. On a success, the creature is thrown 10 feet in a straight line in the direction of your choice and lands prone. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage before landing prone. You can instead toss the creature straight up into the air. The creature lands in the same square it occupied, and takes 1d6 bludgeoning damage as it lands prone. You can’t use this ability again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2740"},{"skill_mod":{},"summary":"The mamlambo scale sheds dim light in a 20-foot emanation . The light has a duration of 1 minute, but you can extinguish the light with an …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2741","frequency":"once per day","weakness":{},"name":"(concentrate, light, manipulate, mental, visual)","actions_number":2,"id":"action-2741","text":" Activate—Luminous Lure Single Action (concentrate, light, manipulate, mental, visual) Frequency once per day; Effect The mamlambo scale sheds dim light in a 20-foot emanation. The light has a duration of 1 minute, but you can extinguish the light with an Interact action. A creature that begins its turn in the light must attempt a DC 26 Will save. Regardless of the save’s result, the creature is temporarily immune for 1 hour. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is fascinated, and for as long as it remains in the light, it must spend at least 1 of its actions on each of its turns to move closer to the source of the light. If the creature ends its movement adjacent to you, it is slowed 1 until it is out of the light or until you make a Strike against it. Critical Failure As failure, but the creature is also off-guard against the first Strike you make against it while it is slowed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2741"},{"skill_mod":{},"summary":"Make a melee Strike . If you succeed, the target is caught by the spikes on the armor’s forearms, taking an additional 6d6 piercing damage (DC 30 …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2742","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2742","text":" Activate—Mandible Vambraces Two Actions (concentrate, manipulate) Effect Make a melee Strike. If you succeed, the target is caught by the spikes on the armor’s forearms, taking an additional 6d6 piercing damage (DC 30 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2742"},{"skill_mod":{},"summary":"You Raise the Shield and an icy mist begins to flow off it. Until the beginning of your next turn, you gain resistance 5 to cold and any creature …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2744","weakness":{},"name":"(cold, concentrate, manipulate)","actions_number":2,"id":"action-2744","text":" Activate—Misty Chill Single Action (cold, concentrate, manipulate) Effect You Raise the Shield and an icy mist begins to flow off it. Until the beginning of your next turn, you gain resistance 5 to cold and any creature that ends its turn adjacent to you takes 3d6 cold damage (DC 29 basic Reflex save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2744"},{"skill_mod":{},"summary":"The hippo jaws of the shield open impossibly wide. Make a melee Strike with the klar blade targeting two creatures adjacent to each other. Roll the …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2745","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2745","text":" Activate—Engulfing Jaws Single Action (manipulate) Frequency once per day; Effect The hippo jaws of the shield open impossibly wide. Make a melee Strike with the klar blade targeting two creatures adjacent to each other. Roll the attack and damage once and apply it to each creature separately. This counts as two attacks for your multiple attack penalty.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2745"},{"skill_mod":{},"summary":"Until the end of your next turn, your Strikes with the ankhrav duster deal an additional 1d6 persistent acid damage .","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2746","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2746","text":" Activate—Caustic Jabs Single Action (concentrate) Frequency once per hour; Effect Until the end of your next turn, your Strikes with the ankhrav duster deal an additional 1d6 persistent acid damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2746"},{"skill_mod":{},"summary":"You break off a piece of the bloodgorger scythe inside your enemy to feed on their blood and sprout into a new tree. The target takes 1 persistent …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with this weapon and your target isn’t currently taking any persistent bleed damage","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2747","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2747","text":" Activate—Root in Blood Single Action (manipulate) Requirements Your last action was a successful Strike with this weapon and your target isn’t currently taking any persistent bleed damage; Effect You break off a piece of the bloodgorger scythe inside your enemy to feed on their blood and sprout into a new tree. The target takes 1 persistent bleed damage at the end of their turn. Each failure to stop the bleeding increases this bleed damage by 1 as a small scythe tree grows from the wound, to a maximum of 3 persistent bleed damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2747"},{"skill_mod":{},"summary":"The sprouted scythe tree grows large enough to be commanded. It makes a melee Strike against the target or a creature adjacent to the target, with …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A target has a piece of the bloodgorger scythe broken off inside them and has failed to recover from the persistent bleed damage for 3 consecutive turns","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2748","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2748","text":" Activate—Sapling Slash Single Action (concentrate) Requirements A target has a piece of the bloodgorger scythe broken off inside them and has failed to recover from the persistent bleed damage for 3 consecutive turns; Effect The sprouted scythe tree grows large enough to be commanded. It makes a melee Strike against the target or a creature adjacent to the target, with a +18 to hit and dealing 1d10 slashing damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2748"},{"skill_mod":{},"summary":"The target must succeed at a DC 30 Fortitude save or become sickened 1 (plus slowed 1 for as long as it’s sickened on a critical failure). A …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with the catoblepas maul ","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2749","weakness":{},"name":"(manipulate, olfactory)","actions_number":2,"id":"action-2749","text":" Activate—Vile Stench Single Action (manipulate, olfactory) Requirements Your last action was a successful Strike with the catoblepas maul ; Effect The target must succeed at a DC 30 Fortitude save or become sickened 1 (plus slowed 1 for as long as it’s sickened on a critical failure). A creature that succeeds at its save becomes temporarily immune to Vile Stench for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2749"},{"skill_mod":{},"summary":"You tap into the residual energy of the dragon head and release it as a small breath explosion. This does 2d6 damage of the dragon’s additional …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"your last action was a successful Strike ","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2750","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2750","text":" Activate—Bursting Breath Single Action (concentrate) Frequency once per 10 minutes; Requirements your last action was a successful Strike; Effect You tap into the residual energy of the dragon head and release it as a small breath explosion. This does 2d6 damage of the dragon’s additional damage type in a 10-foot burst centered around one corner of the space the target occupies. After using this, the dragon head attachment loses its additional damage type. You can spend 10 minutes to rest and recharge the head.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2750"},{"skill_mod":{},"summary":"You tap into the predator speed of a lion. You Stride up to half your Speed and make a Strike against a target. If that creature is within reach …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"you have not made an attack this turn","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2751","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2751","text":" Activate—Pouncing Whirl Two Actions (concentrate) Frequency once per 10 minutes; Requirements you have not made an attack this turn; Effect You tap into the predator speed of a lion. You Stride up to half your Speed and make a Strike against a target. If that creature is within reach of an ally, regardless if they would normally provide flanking or not, that creature is considered off-guard to your Strike. Your additional precision damage against an off-guard creature increases to 1d4. After using this, the lion head loses its additional precision damage. You can spend 10 minutes to rest and recharge the head.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2751"},{"skill_mod":{},"summary":"You swing the hammer around with the full force of a charging ram. Make a Strike against up to three enemies within your reach. The first two …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2752","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-2752","text":" Activate—Charging Horns Three Actions (concentrate) Frequency once per 10 minutes; Effect You swing the hammer around with the full force of a charging ram. Make a Strike against up to three enemies within your reach. The first two Strikes are at your current attack bonus, and the third is with the normal attack penalty. On a successful hit, the target takes an additional 1d6 force damage and is pushed back 5 feet, or 10 feet on a critical hit. After using this, the goat head loses its additional force damage. You can spend 10 minutes to rest and recharge the head.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2752"},{"skill_mod":{},"summary":"The chain of the meteor hammer wraps around the target and squeezes. Attempt an Athletics check to Grapple the creature with a +1 item bonus. In …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful melee Strike or Trip with the constricting meteor ","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2753","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2753","text":" Activate—Coiling Chain Single Action (concentrate) Requirements Your last action was a successful melee Strike or Trip with the constricting meteor ; Effect The chain of the meteor hammer wraps around the target and squeezes. Attempt an Athletics check to Grapple the creature with a +1 item bonus. In addition to being grabbed on a success, the target takes 1d10+7 bludgeoning damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2753"},{"skill_mod":{},"summary":"You lash out with the whip’s three tentacles in a 15-foot cone . Each creature inside the cone must attempt a DC 27 basic Fortitude save or take 4d6 …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2754","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2754","text":" Activate—Poison Barrage Two Actions (manipulate) Frequency once per hour; Effect You lash out with the whip’s three tentacles in a 15-foot cone. Each creature inside the cone must attempt a DC 27 basic Fortitude save or take 4d6 poison damage. On a critical failure, the creature also takes 1d6 persistent poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2754"},{"skill_mod":{},"summary":"You deal the same amount of damage as the critical hit to the creature’s armor, bypassing any Hardness lower than 10, like adamantine.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to score a critical hit with the shuln fang katar against a creature that is wearing armor","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2755","frequency":"once per round","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2755","text":" Activate—Piercing Critical Single Action (concentrate) Frequency once per round; Requirements Your last action was to score a critical hit with the shuln fang katar against a creature that is wearing armor; Effect You deal the same amount of damage as the critical hit to the creature’s armor, bypassing any Hardness lower than 10, like adamantine.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2755"},{"skill_mod":{},"summary":"You imbue your arrow with the properties of a hydra, splitting it in two and sending each at a different foe. Make two ranged Strikes , each against …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2756","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2756","text":" Activate—Two-Headed Arrow Two Actions (manipulate) Effect You imbue your arrow with the properties of a hydra, splitting it in two and sending each at a different foe. Make two ranged Strikes, each against a separate target. Both targets must be in your line of sight, and within 50 feet of you. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks. Additionally, after using this ability, you do not regain Hit Points from wielding the bow on your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2756"},{"skill_mod":{},"summary":"You make a powerful Strike propelled by the ferocity of a hydra at a target within your first range increment. If your Strike is successful, the …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2757","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2757","text":" Activate—Five-Headed Arrow Two Actions (manipulate) Frequency once per day; Effect You make a powerful Strike propelled by the ferocity of a hydra at a target within your first range increment. If your Strike is successful, the arrow deals damage as normal and then passes through the target, splitting into four pieces. Choose four other targets within 30 feet of the original target and make a single ranged Strike with your multiple attack penalty, comparing the result to each secondary target’s AC. After using this ability, you do not regain Hit Points from wielding the bow until after your next daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2757"},{"skill_mod":{},"summary":"You channel the full might of a storm with you as its epicenter. All creatures within 30 feet take 3d10 electricity damage and 3d10 sonic damage (DC …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2758","frequency":"once per day","weakness":{},"name":"(concentrate, magical, manipulate)","actions_number":4,"id":"action-2758","text":" Activate—Call the Storm Two Actions (concentrate, magical, manipulate) Frequency once per day; Effect You channel the full might of a storm with you as its epicenter. All creatures within 30 feet take 3d10 electricity damage and 3d10 sonic damage (DC 30 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2758"},{"skill_mod":{},"summary":"The tidal crossbow produces a torrent of water in a 30-foot line , dealing 8d6 bludgeoning damage (DC 30 basic Fortitude save). Creatures that fail …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2759","frequency":"once per day","weakness":{},"name":"(manipulate, water)","actions_number":4,"id":"action-2759","text":" Activate—Typhoon Swell Two Actions (manipulate, water) Frequency once per day; Effect The tidal crossbow produces a torrent of water in a 30-foot line, dealing 8d6 bludgeoning damage (DC 30 basic Fortitude save). Creatures that fail the save are also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2759"},{"skill_mod":{},"summary":"You Strike with the trollhound pick , transferring a portion of a trollhound’s legendary appetite to the target. A living enemy who takes damage …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2760","weakness":{},"name":"(magical, manipulate)","actions_number":4,"id":"action-2760","text":" Activate—Ravenous Strike Two Actions (magical, manipulate) Effect You Strike with the trollhound pick , transferring a portion of a trollhound’s legendary appetite to the target. A living enemy who takes damage from the attack must attempt a DC 19 Will save. Critical Success The creature is unaffected. Success The creature suffers hunger pangs, becoming offguard for 1 round. Failure The creature experiences gnawing hunger, becoming off-guard for 1 round and enfeebled 1 for 1 minute. If the creature consumes any amount of food or drink (including imbibing a potion), the enfeebled condition ends. Critical Failure As failure, but the creature is enfeebled 2 and each instance of consuming food or drink reduces the penalty by 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2760"},{"skill_mod":{},"summary":"You raise your sling and work the handle to mimic a mobogo’s croaking song. Allies within 25 feet gain a +1 status bonus to saves against fear …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2761","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, emotion, manipulate, mental)","actions_number":4,"id":"action-2761","text":" Activate—Bolstering Croak Two Actions (auditory, concentrate, emotion, manipulate, mental) Frequency once per day; Effect You raise your sling and work the handle to mimic a mobogo’s croaking song. Allies within 25 feet gain a +1 status bonus to saves against fear effects for 1 round. You can Sustain this for up to 4 rounds. During this time, you can’t use the sling to Strike or activate its Tongue Twister ability. After using Bolstering Croak, you can recharge it once per day by feeding the sling a number of gallons of water equal to double the number of rounds for which the Bolstering Croak was active. For example, if you activated but didn’t sustain Bolstering Croak, you would require 2 gallons of water to recharge it. If you activated Bolstering Cloak and then Sustained for 1 round, you would require 4 gallons of water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2761"},{"skill_mod":{},"summary":"You fully unfurl the sling’s tongue to grab hold of a creature within 20 feet, and attempt to move them. Attempt an Athletics check against the …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The sling isn’t loaded","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2762","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2762","text":" Activate—Tongue Twister Two Actions (manipulate) Requirements The sling isn’t loaded; Effect You fully unfurl the sling’s tongue to grab hold of a creature within 20 feet, and attempt to move them. Attempt an Athletics check against the creature’s Fortitude DC. On a success, you can move the creature up to 15 feet into any space within 20 feet of you. If you target a willing ally with this ability, you automatically succeed at the Athletics check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2762"},{"skill_mod":{},"summary":"The alicorn trigger unleashes a beam of radiant light in a 60-foot line . Creatures in the area of effect take 6d6 fire damage and must attempt a DC …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2763","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2763","text":" Activate—Glimmer Beam Two Actions (manipulate) Frequency once per day; Effect The alicorn trigger unleashes a beam of radiant light in a 60-foot line. Creatures in the area of effect take 6d6 fire damage and must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage and is dazzled 1. Failure The creature takes full damage and is blinded for 1 round. Critical Failure The creature takes double damage and is blinded for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2763"},{"skill_mod":{},"summary":"You gain resistance 5 to the triggering damage, and the fulmination fang crackles with the absorbed energy. You can Interact to change between …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"You take electricity damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2765","weakness":{},"name":"","actions_number":1,"id":"action-2765","text":" Activate—Lightning Rod Reaction ; Trigger You take electricity damage; Effect You gain resistance 5 to the triggering damage, and the fulmination fang crackles with the absorbed energy. You can Interact to change between the gun sword’s current usage (melee to ranged, or ranged to melee). The next melee Strike you make with the fulmination fang within the next minute deals an additional 1d6 electricity damage. After a minute, the absorbed energy dissipates.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2765"},{"skill_mod":{},"summary":"You over-torque the howler pistol ’s hammer to strike the resonating orb harder than normal. The gun fires a concentrated burst of sonic energy that …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The howler pistol is loaded","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2766","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2766","text":" Activate—Resonant Shatter Two Actions (manipulate) Frequency once per day; Requirements The howler pistol is loaded; Effect You over-torque the howler pistol ’s hammer to strike the resonating orb harder than normal. The gun fires a concentrated burst of sonic energy that shatters a nearby stone or rock surface, creating a 10-foot burst at a point of impact within the gun’s first range increment. Creatures in the area take 5d6 piercing damage (DC 27 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2766"},{"skill_mod":{},"summary":"You fiddle with the pressure regulator on the hydrocannon and then make a ranged Strike with the gun. A successful attack has an additional …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2767","frequency":"once per minute","weakness":{},"name":"(manipulation)","actions_number":4,"id":"action-2767","text":" Activate—Tinker Shot Two Actions (manipulation) Frequency once per minute; Effect You fiddle with the pressure regulator on the hydrocannon and then make a ranged Strike with the gun. A successful attack has an additional effect depending on which modular configuration the hydrocannon is currently in. Bludgeoning The target is pushed 5 feet away from you; this forced movement is increased to 10 feet on a critical hit. Piercing The target takes a –10-foot circumstance penalty to its Speeds for 1 round. Slashing The target takes 1d6 persistent bleed damage. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2767"},{"skill_mod":{},"summary":"The leydroth spellbreaker emits a 30-foot cone of dispelling energy. Attempt a single counteract check at +25 against each spell or magical …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2768","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2768","text":" Activate—Dispelling Blast Two Actions (manipulate) Frequency once per day; Effect The leydroth spellbreaker emits a 30-foot cone of dispelling energy. Attempt a single counteract check at +25 against each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of dispel magic .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2768"},{"skill_mod":{},"summary":"For 1 minute, the nightmare’s lament continually vents thick, black smoke that creates concealment in a 15-foot aura around the gun’s wielder. …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2769","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2769","text":" Activate—Fuming Cloak Two Actions (manipulate) Frequency once per day; Effect For 1 minute, the nightmare’s lament continually vents thick, black smoke that creates concealment in a 15-foot aura around the gun’s wielder. The wielder of the nightmare’s lament can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune to the sickness from the smoke for 1 minute. The wielder of the nightmare’s lament , any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2769"},{"skill_mod":{},"summary":"Sticky webbing sprays in a 30-foot cone as you strum the lute’s strings. Each creature in the area of the webbing is immobilized unless it …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2770","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2770","text":" Activate—Web Chord Two Actions (manipulate) Frequency once per hour; Effect Sticky webbing sprays in a 30-foot cone as you strum the lute’s strings. Each creature in the area of the webbing is immobilized unless it succeeds at a DC 29 Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2770"},{"skill_mod":{},"summary":"You play several notes on the pipes, quickly altering their pitch and tone. Each creature within a 20-foot emanation must attempt a DC 31 Will save …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2771","frequency":"once per hour","weakness":{},"name":"(auditory, incapacitation, manipulation, mental)","actions_number":4,"id":"action-2771","text":" Activate—Disorienting Fugue Two Actions (auditory, incapacitation, manipulate, mental) Frequency once per hour; Effect You play several notes on the pipes, quickly altering their pitch and tone. Each creature within a 20-foot emanation must attempt a DC 31 Will save to resist the song. Creatures that attempt this save become temporarily immune to Disorienting Fugue for 1 minute. Critical Success The target is unaffected and its temporary immunity to Disorienting Fugue increases to 1 hour. Success The target is unaffected. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn’t give the creature a flat check to recover from the confusion.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2771"},{"skill_mod":{},"summary":"You let loose a staccato chirp from the pipes that appears to come from somewhere else. The triggering creature must attempt a DC 31 Will save. On a …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"A creature within 30 feet attempts a melee Strike against you or an ally","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2772","weakness":{},"name":"(auditory, mental)","actions_number":1,"id":"action-2772","text":" Activate—Throw Song Reaction (auditory, mental) Trigger A creature within 30 feet attempts a melee Strike against you or an ally; Effect You let loose a staccato chirp from the pipes that appears to come from somewhere else. The triggering creature must attempt a DC 31 Will save. On a failure, the creature redirects the Strike to another creature of your choice within reach of the melee Strike. If no other creatures are within range, the affected creature instead takes a –2 penalty to the Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2772"},{"skill_mod":{},"summary":"Flipping a concealed lever in the lantern’s handle triggers a small current to pass through the solution. The eggs brighten and emit a series of …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2773","frequency":"once per day","weakness":{},"name":"(light, manipulate, visual)","actions_number":2,"id":"action-2773","text":" Activate—Spotlight Single Action (light, manipulate, visual) Frequency once per day; Effect Flipping a concealed lever in the lantern’s handle triggers a small current to pass through the solution. The eggs brighten and emit a series of brilliant flashes in a 30-foot cone. Each creature in the area of effect must attempt a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2773"},{"skill_mod":{},"summary":"Make two unarmed Strikes . Both Strikes count toward your multiple attack penalty , but the penalty doesn’t increase until after both attacks. Each …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2774","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2774","text":" Activate—Twin Venom Strike Two Actions (manipulate) Frequency once per hour; Effect Make two unarmed Strikes. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until after both attacks. Each Strike deals an additional 1d6 poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2774"},{"skill_mod":{},"summary":"You become invisible , Stride up to your speed, and then make a melee Strike at the end of that movement. After making the Strike, you are no …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in bright light","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2776","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-2776","text":" Activate—Invisible Pounce Two Actions (concentrate, manipulate) Frequency once per day; Requirements You are in bright light; Effect You become invisible, Stride up to your speed, and then make a melee Strike at the end of that movement. After making the Strike, you are no longer invisible. If at any point during your Stride, you pass out of bright light, you are no longer invisible and must stop moving. You may make a melee Strike if you have a target within reach.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2776"},{"skill_mod":{},"summary":"Your veil billows out and you disappear behind it. You use the traces of dweomercat magic to teleport yourself instantly to any unoccupied square …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2777","frequency":"once per day; Trigger You succeed at a saving throw against a spell from the chosen tradition","weakness":{},"name":"(concentration, teleportation)","actions_number":1,"id":"action-2777","text":" Activate—Dimension Leap Reaction (concentration, teleportation) Frequency once per day; Trigger You succeed at a saving throw against a spell from the chosen tradition; Effect Your veil billows out and you disappear behind it. You use the traces of dweomercat magic to teleport yourself instantly to any unoccupied square within 30 feet. If you critically succeeded at the triggering save, you can instead teleport within 45 feet.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2777"},{"skill_mod":{},"summary":"You wrap the mantle around your body, causing you to briefly appear much larger than you are. Make a melee Strike. This Strike deals an additional …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2778","frequency":"once per day","weakness":{},"name":"(concentrate, illusion, manipulate, mental)","actions_number":4,"id":"action-2778","text":" Activate—Illusory Thrash Two Actions (concentrate, illusion, manipulate, mental) Frequency once per day; Effect You wrap the mantle around your body, causing you to briefly appear much larger than you are. Make a melee Strike. This Strike deals an additional 4d6 mental damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2778"},{"skill_mod":{},"summary":"You dissolve into liquid, appearing only as a stretch of flowing water. While in this form, you gain a swim Speed of 45 feet, you automatically …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2779","frequency":"once per day","weakness":{},"name":"(concentration, water)","actions_number":6,"id":"action-2779","text":" Activate—Watery Form Three Actions (concentration, water) Frequency once per day; Effect You dissolve into liquid, appearing only as a stretch of flowing water. While in this form, you gain a swim Speed of 45 feet, you automatically succeed at Athletics checks to Swim, and you gain a +4 circumstance bonus to Stealth checks in water. However, you can’t speak, use any of your other items or abilities, or enter a body of salt water while in this form. You can remain in this form for up to 1 hour, though you can return to your normal form using a single action that has the concentrate trait.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2779"},{"skill_mod":{},"summary":"The antelope Leaps twice. If it has a rider, it can leave them in an empty space as it Leaps out of it.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2780","weakness":{},"name":"Bounding Retreat","actions_number":4,"id":"action-2780","text":" Bounding Retreat Two Actions Source Howl of the Wild pg. 90 --- The antelope Leaps twice. If it has a rider, it can leave them in an empty space as it Leaps out of it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2780"},{"skill_mod":{},"summary":"The elk Steps once and then makes an antlers Strike. If it moved and hits, the elk can fling its target into the space it just left, which is forced …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2781","weakness":{},"name":"Antler Catapult","actions_number":4,"id":"action-2781","text":" Antler Catapult Two Actions Source Howl of the Wild pg. 91 --- The elk Steps once and then makes an antlers Strike. If it moved and hits, the elk can fling its target into the space it just left, which is forced movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2781"},{"skill_mod":{},"summary":"The flying squirrel crashes down onto a target, furiously clawing at it. The flying squirrel falls to an empty space next to the target, taking no …","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The flying squirrel is above the target","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2782","weakness":{},"name":"Death From Above","trait":["Flourish"],"actions_number":2,"id":"action-2782","text":" Death From Above Single Action Source Howl of the Wild pg. 91 Requirements The flying squirrel is above the target --- The flying squirrel crashes down onto a target, furiously clawing at it. The flying squirrel falls to an empty space next to the target, taking no damage, and makes two claw Strikes. Both attacks count toward its multiple attack penalty, but the penalty doesn’t increase until after both attacks have been made.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2782"},{"skill_mod":{},"summary":"Your giraffe Strides twice and then makes a hoof Strike. As long as it moved at least 20 feet, it deals an additional 1d6 bludgeoning damage. …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2783","weakness":{},"name":"Long Stomp","actions_number":4,"id":"action-2783","text":" Long Stomp Two Actions Source Howl of the Wild pg. 91 --- Your giraffe Strides twice and then makes a hoof Strike. As long as it moved at least 20 feet, it deals an additional 1d6 bludgeoning damage. Increase this to 2d6 if your giraffe is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2783"},{"skill_mod":{},"summary":"The kangaroo balances on its tail and lashes out with a powerful two-legged kick. The kangaroo makes a foot Strike. If it hits, the target is pushed …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2784","weakness":{},"name":"Spring Kick","actions_number":4,"id":"action-2784","text":" Spring Kick Two Actions Source Howl of the Wild pg. 91 --- The kangaroo balances on its tail and lashes out with a powerful two-legged kick. The kangaroo makes a foot Strike. If it hits, the target is pushed back 10 feet. On a critical hit, they are also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2784"},{"skill_mod":{},"summary":"Your mole Burrows and makes a Strike. If the mole began its movement underground, the target is off-guard for this attack.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2785","weakness":{},"name":"Burrowing Ambush","actions_number":4,"id":"action-2785","text":" Burrowing Ambush Two Actions Source Howl of the Wild pg. 92 --- Your mole Burrows and makes a Strike. If the mole began its movement underground, the target is off-guard for this attack.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2785"},{"skill_mod":{},"summary":"The mongoose makes a jaws Strike that can help creatures break free of restraint, like the grasp of a cobra. If the Strike hits, each creature …","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2786","weakness":{},"name":"Liberating Bite","trait":["Flourish"],"actions_number":2,"id":"action-2786","text":" Liberating Bite Single Action Source Howl of the Wild pg. 92 --- The mongoose makes a jaws Strike that can help creatures break free of restraint, like the grasp of a cobra. If the Strike hits, each creature grappled or restrained by the target can Escape as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2786"},{"skill_mod":{},"summary":"The salamander secretes poison from the glands on its tail and bludgeons an enemy to apply it to them. It makes a tail Strike. If the Strike hits, …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Poison","Affliction"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2787","weakness":{},"name":"Poisonous Sweep","trait":["Flourish","Poison"],"actions_number":2,"id":"action-2787","text":" Poisonous Sweep Single Action Source Howl of the Wild pg. 92 --- The salamander secretes poison from the glands on its tail and bludgeons an enemy to apply it to them. It makes a tail Strike. If the Strike hits, the target takes an additional 1d6 persistent poison damage. If your salamander is nimble or savage, increase this damage to 2d6 persistent poison damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2787"},{"skill_mod":{},"summary":"The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save, …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2788","weakness":{},"name":"Telepathic Pounce","trait":["Mental","Occult"],"actions_number":4,"id":"action-2788","text":" Telepathic Pounce Two Actions Source Howl of the Wild pg. 92 --- The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save, with the following effects. This uses a trained DC using the shotalashu’s Charisma modifier or an expert DC if the shotalashu is specialized. Critical Success The creature is unaffected. Success The creature takes a –5 foot status penalty to its Speeds for one round. Failure The creature takes a –10 foot status penalty to its Speeds for one round. The shotalashu can then Leap. Critical Failure The creature is off-guard and immobilized for one round. The shotalashu can then Leap.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2788"},{"skill_mod":{},"summary":"The giant eel Swims and makes a jaws Strike at any point along the way.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2789","weakness":{},"name":"Swimming Snap","actions_number":4,"id":"action-2789","text":" Swimming Snap Two Actions Source Howl of the Wild pg. 93 --- The giant eel Swims and makes a jaws Strike at any point along the way.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2789"},{"skill_mod":{},"summary":"The giant frog lashes out with its tongue, making a tongue Strike. If the Strike hits, the target is automatically grabbed by the giant frog and …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2790","weakness":{},"name":"Tongue Grab","actions_number":4,"id":"action-2790","text":" Tongue Grab Two Actions Source Howl of the Wild pg. 93 --- The giant frog lashes out with its tongue, making a tongue Strike. If the Strike hits, the target is automatically grabbed by the giant frog and pulled into a square adjacent to the frog. The grabbed condition lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2790"},{"skill_mod":{},"summary":"The giant wasp Flies up to 15 feet and then Strikes, or Strikes and then Flies up to 15 feet.","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2791","weakness":{},"name":"Darting Stab","trait":["Flourish"],"actions_number":4,"id":"action-2791","text":" Darting Stab Two Actions Source Howl of the Wild pg. 93 --- The giant wasp Flies up to 15 feet and then Strikes, or Strikes and then Flies up to 15 feet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2791"},{"skill_mod":{},"summary":"The griffon Flies up to its fly Speed and makes two talon Strikes at any point, each against a different creature.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2792","weakness":{},"name":"Flying Strafe","actions_number":4,"id":"action-2792","text":" Flying Strafe Two Actions Source Howl of the Wild pg. 94 --- The griffon Flies up to its fly Speed and makes two talon Strikes at any point, each against a different creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2792"},{"skill_mod":{},"summary":"The hippocampus makes a tail Strike, then Swims with a +10- foot circumstance bonus to its swim Speed. The hippocampus and its rider gain a +2 …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2793","weakness":{},"name":"Sudden Retreat","actions_number":4,"id":"action-2793","text":" Sudden Retreat Two Actions Source Howl of the Wild pg. 94 --- The hippocampus makes a tail Strike, then Swims with a +10- foot circumstance bonus to its swim Speed. The hippocampus and its rider gain a +2 circumstance bonus to AC against reactions triggered by this movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2793"},{"skill_mod":{},"summary":"The hippogriff makes a talon Strike, then Flies with a +10-foot circumstance bonus to its fly Speed. The hippogriff and its rider gain a +2 …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2794","weakness":{},"name":"Aerial Retreat","actions_number":4,"id":"action-2794","text":" Aerial Retreat Two Actions Source Howl of the Wild pg. 94 --- The hippogriff makes a talon Strike, then Flies with a +10-foot circumstance bonus to its fly Speed. The hippogriff and its rider gain a +2 circumstance bonus to AC against reactions triggered by this movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2794"},{"skill_mod":{},"summary":"The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2795","weakness":{},"name":"Breach","actions_number":4,"id":"action-2795","text":" Breach Two Actions Source Howl of the Wild pg. 95 --- The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water’s surface). After the Strike, the orca splashes back down into the water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2795"},{"skill_mod":{},"summary":"The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a basic Reflex save. This uses a trained …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2796","weakness":{},"name":"Hair Barrage","actions_number":4,"id":"action-2796","text":" Hair Barrage Two Actions Source Howl of the Wild pg. 95 --- The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a basic Reflex save. This uses a trained DC using the tarantula’s Dexterity modifier or an expert DC if the tarantula is specialized. This damage increases by an additional 1d6 for every 4 levels you have beyond 6th.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2796"},{"skill_mod":{},"summary":"The roc Strikes a creature with its talon and then attempts to Grab the creature. If the Grab is successful, the roc then Flies up to half its …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2797","weakness":{},"name":"Snatch","actions_number":4,"id":"action-2797","text":" Snatch Two Actions Source Howl of the Wild pg. 95 --- The roc Strikes a creature with its talon and then attempts to Grab the creature. If the Grab is successful, the roc then Flies up to half its speed, carrying that creature along with it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2797"},{"skill_mod":{},"summary":"The umbrella mushroom inflates buoyant air bladders and begins rotating to arrest the fall. It slows its descent to 60 feet per round. It can take …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"The umbrella mushroom is falling.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2798","weakness":{},"name":"Float","actions_number":1,"id":"action-2798","text":" Float Reaction Source Howl of the Wild pg. 95 Trigger The umbrella mushroom is falling. --- The umbrella mushroom inflates buoyant air bladders and begins rotating to arrest the fall. It slows its descent to 60 feet per round. It can take this reaction even when unconscious.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2798"},{"skill_mod":{},"summary":"Certain magic items convey their magical benefits only when invested using the Invest an Item activity, tying them to the PC's inner potential. These …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2799","weakness":{},"name":"Invest an Item","legacy_id":["action-289"],"id":"action-2799","text":" Invest an Item Source GM Core pg. 219 --- Certain magic items convey their magical benefits only when invested using the Invest an Item activity, tying them to the PC's inner potential. These items have the invested trait, and most are worn items. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.","category":"action","rarity":"common","slug":"action-2799"},{"skill_mod":{},"summary":"You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. …","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're either holding or wearing an alchemist's toolkit and you have a free hand","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2801","weakness":{},"name":"Quick Alchemy","legacy_id":["action-2"],"trait":["Alchemist","Manipulate"],"actions_number":2,"id":"action-2801","text":" Quick Alchemy Single Action Source Player Core 2 pg. 59 Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand --- You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2801"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren't fatigued or raging.","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2802","weakness":{},"name":"Rage","legacy_id":["action-3"],"trait":["Barbarian","Concentrate","Emotion","Mental"],"actions_number":2,"id":"action-2802","text":" Rage Single Action Source Player Core 2 pg. 72 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: You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2802"},{"skill_mod":{},"summary":"So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are not encumbered or wearing heavy armor.","source":["Player Core 2"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2803","weakness":{},"name":"Quick-Tempered","trait":["Barbarian"],"actions_number":0,"id":"action-2803","text":" Quick-Tempered Free Action Source Player Core 2 pg. 72 Trigger You roll initiative. Requirements You are not encumbered or wearing heavy armor. --- So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2803"},{"skill_mod":{},"summary":"Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. In …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy in your champion’s aura damages you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2804","weakness":{},"name":"Selfish Shield","trait":["Champion","Divine"],"actions_number":1,"id":"action-2804","text":" Selfish Shield Reaction Source Player Core 2 pg. 91 Trigger An enemy in your champion’s aura 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 spirit damage until the end of your next turn. This extra damage increases to 2 at 9th level and 3 at 16th level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2804"},{"skill_mod":{},"summary":"Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2805","weakness":{},"name":"Flash of Grandeur","trait":["Champion","Divine"],"actions_number":1,"id":"action-2805","text":" Flash of Grandeur Reaction Source Player Core 2 pg. 91 Trigger An enemy damages your ally, and both are in your champion’s aura --- Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. Until the end of your next turn, the attacker is affected by revealing light .","category":"action","actions":"Reaction","rarity":"common","slug":"action-2805"},{"skill_mod":{},"summary":"Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 spirit damage …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy in your champion’s aura damages you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2806","weakness":{},"name":"Destructive Vengeance","trait":["Champion","Divine"],"actions_number":1,"id":"action-2806","text":" Destructive Vengeance Reaction Source Player Core 2 pg. 92 Trigger An enemy in your champion’s aura damages you --- Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 spirit damage to the triggering enemy. The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra spirit damage. This extra damage increases to 4 at 9th level and 6 at 16th level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2806"},{"skill_mod":{},"summary":"You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2807","weakness":{},"name":"Retributive Strike","trait":["Champion","Divine"],"actions_number":1,"id":"action-2807","text":" Retributive Strike Reaction Source Player Core 2 pg. 92 Trigger An enemy damages your ally, and both are in your champion’s aura --- You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the enemy is within reach, make a melee Strike against it.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2807"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2808","weakness":{},"name":"Liberating Step","trait":["Champion","Divine"],"actions_number":1,"id":"action-2808","text":" Liberating Step Reaction Source Player Core 2 pg. 92 Trigger An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura --- 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. Whether or not it needed to escape, the ally can then Step as a free action if it's able to move.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2808"},{"skill_mod":{},"summary":"You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy in your champion’s aura damages you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2809","weakness":{},"name":"Iron Command","trait":["Champion","Divine","Emotion","Mental"],"actions_number":1,"id":"action-2809","text":" Iron Command Reaction Source Player Core 2 pg. 93 Trigger An enemy in your champion’s aura damages you --- You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The enemy must choose one of the following options. Kneel The enemy drops prone as a free action. Refuse You deal 1d6 mental damage to the enemy. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. Regardless of which option the enemy chose, your Strikes against it deal 1 extra spirit damage until the end of your next turn. This extra damage increases to 2 at 9th level and 3 at 16th level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2809"},{"skill_mod":{},"summary":"Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2810","weakness":{},"name":"Glimpse of Redemption","trait":["Champion","Divine"],"actions_number":1,"id":"action-2810","text":" Glimpse of Redemption Reaction Source Player Core 2 pg. 93 Trigger An enemy damages your ally, and both are in your champion’s aura --- Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the following effects. If the enemy is mindless or otherwise unable to repent, use the refuse result. Repent The ally is unharmed by the triggering damage. Refuse The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2810"},{"skill_mod":{},"summary":"You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either …","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2811","weakness":{},"name":"Pursue a Lead","trait":["Concentrate","Exploration","Investigator"],"id":"action-2811","text":" Pursue a Lead Source Player Core 2 pg. 102 --- You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you've already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can't Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”). Investigation Bonus Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. Active Investigations You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations. Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.","category":"action","rarity":"common","slug":"action-2811"},{"skill_mod":{},"summary":"You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a …","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2812","frequency":"once per 10 minutes","weakness":{},"name":"Clue In","trait":["Concentrate","Investigator"],"actions_number":1,"id":"action-2812","text":" Clue In Reaction Source Player Core 2 pg. 102 Frequency once per 10 minutes Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations. --- You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2812"},{"skill_mod":{},"summary":"You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a …","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2813","frequency":"once per round","weakness":{},"name":"Devise a Stratagem","legacy_id":["action-546"],"trait":["Concentrate","Investigator"],"actions_number":0,"id":"action-2813","text":" Devise a Stratagem Free Action or One Action Source Player Core 2 pg. 103 Frequency once per round --- You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem. Attack Stratagem If you Strike the chosen creature before the start of your next turn, your Strike gains the fortune trait and you must use the result of the d20 roll for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier. If you Strike with a melee weapon, melee unarmed attack, or thrown weapon, it must have the agile or finesse trait to benefit from the substitution. Skill Stratagem You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.","category":"action","actions":"Free Action or One Action","rarity":"common","slug":"action-2813"},{"skill_mod":{},"summary":"You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower that's in your formula book without …","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"cost":"1 versatile vial","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You know the formula for the alchemical item you’re creating, you are holding or wearing an alchemist’s toolkit, and you have a free hand.","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2814","weakness":{},"name":"Quick Tincture","trait":["Investigator","Manipulate"],"actions_number":2,"id":"action-2814","text":" Quick Tincture Single Action Source Player Core 2 pg. 103 Cost 1 versatile vial Requirements You know the formula for the alchemical item you’re creating, you are holding or wearing an alchemist’s toolkit, and you have a free hand. --- You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower that's in your formula book without having to spend the normal monetary cost in alchemical raw materials or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2814"},{"skill_mod":{},"summary":"You observe and assess your surroundings with great speed. You Recall Knowledge , Seek , or Sense Motive .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2815","frequency":"once per 10 minutes","weakness":{},"name":"Expeditious Inspection","trait":["Investigator"],"actions_number":0,"id":"action-2815","text":" Expeditious Inspection Free Action Source Player Core 2 pg. 104 Frequency once per 10 minutes --- You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2815"},{"skill_mod":{},"summary":"You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see. Attempt a …","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2816","weakness":{},"name":"Pointed Question","trait":["Auditory","Concentrate","Investigator","Linguistic","Mental"],"actions_number":2,"id":"action-2816","text":" Pointed Question Single Action Source Player Core 2 pg. 104 --- You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see. Attempt a Diplomacy check against the creature’s Will DC. The creature is then temporarily immune for 1 hour. Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you. Whether it answers truthfully or not, you glean something from its body language, and it is off-guard to the Strike you make using Devise a Stratagem against it before the end of your turn. Success As critical success, but the circumstance bonus to your Perception DC is +2. Failure The target can refuse to answer you as normal. Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2816"},{"skill_mod":{},"summary":"Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple …","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2817","weakness":{},"name":"Flurry of Blows","legacy_id":["action-9"],"trait":["Flourish","Monk"],"actions_number":2,"id":"action-2817","text":" Flurry of Blows Single Action Source Player Core 2 pg. 116 --- Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As a flourish ability, you can use Flurry of Blows only once per turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2817"},{"skill_mod":{},"summary":"You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with the following failure effect. ","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2818","weakness":{},"name":"Confident Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"action-2818","text":" Confident Finisher Single Action Source Player Core 2 pg. 161 --- You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2818"},{"skill_mod":{},"summary":"You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering enemy or attempt to Disarm …","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy within your reach critically fails on a Strike against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2819","weakness":{},"name":"Opportune Riposte","trait":["Bravado","Swashbuckler"],"actions_number":1,"id":"action-2819","text":" Opportune Riposte Reaction Source Player Core 2 pg. 161 Trigger An enemy within your reach critically fails on a Strike against you. --- You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering enemy or attempt to Disarm it of the weapon it used for the Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2819"},{"skill_mod":{},"summary":"You unleash a 15-foot cone of energy with a damage type and saving throw corresponding to the tradition of the dragon used to make the armor (shown …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2820","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2820","text":" Activate—Dragon Breath Two Actions (manipulate) Frequency once per day; Effect You unleash a 15-foot cone of energy with a damage type and saving throw corresponding to the tradition of the dragon used to make the armor (shown on the table below). The cone deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2820"},{"skill_mod":{},"summary":"The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2821","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2821","text":" Activate—Celestial Flight Single Action (concentrate) Frequency once per day; Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2821"},{"skill_mod":{},"summary":"You cast translocate .","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2822","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2822","text":" Activate—Demonic Slip Two Actions (concentrate) Frequency once per day; Effect You cast translocate .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2822"},{"skill_mod":{},"summary":"You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2823","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2823","text":" Activate—Command Bravery Single Action (concentrate) Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2823"},{"skill_mod":{},"summary":"The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"The exploding shield is destroyed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2824","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-2824","text":" Activate—Splintering Boom Free Action (manipulate) Trigger The exploding shield is destroyed; Effect The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).","category":"action","actions":"Free Action","rarity":"common","slug":"action-2824"},{"skill_mod":{},"summary":"As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the glamorous buckler raised","source":["Player Core 2"],"trigger":"You Feint ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2825","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2825","text":" Activate—Dazzling Feint Free Action (concentrate) Frequency once per day; Trigger You Feint; Requirements You have the glamorous buckler raised; Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2825"},{"skill_mod":{},"summary":"You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts a DC 30 petrify spell with a range of 30 feet.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2826","frequency":"once per day","weakness":{},"name":"(manipulate, visual)","actions_number":4,"id":"action-2826","text":" Activate—Petrifying Gaze Two Actions (manipulate, visual) Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts a DC 30 petrify spell with a range of 30 feet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2826"},{"skill_mod":{},"summary":"The pommel of the weapon transmutes into the shape of a miniature chalice. You drink deep from the chalice and regain HP equal to the chalice's …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2827","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2827","text":" Activate—Sip of Justice Single Action (manipulate) Frequency once per day; Effect The pommel of the weapon transmutes into the shape of a miniature chalice. You drink deep from the chalice and regain HP equal to the chalice's level. If you're holy, you regain double the HP, and for 1 minute, whenever you critically hit an unholy creature with the chalice of justice, the creature takes 2d6 persistent spirit damage, and it's slowed 1 for 1 round. The persistent spirit damage has the holy trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2827"},{"skill_mod":{},"summary":"You twist the gem along the blade corresponding with the desired weapon property rune: red for flaming , blue for frost , or yellow for shock . …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2828","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2828","text":" Activate—Gem Twist Single Action (manipulate) Effect You twist the gem along the blade corresponding with the desired weapon property rune: red for flaming, blue for frost, or yellow for shock. You take 1d6 damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2828"},{"skill_mod":{},"summary":"You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2829","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2829","text":" Activate—Hide Magic Single Action (manipulate) Effect You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-rank disguise magic spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 Perception). Activating the sword cane again releases the blade, allowing it to be drawn normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2829"},{"skill_mod":{},"summary":"You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2830","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2830","text":" Activate—Ethereal Vision Single Action (concentrate) Frequency once per minute; Effect You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses until the end of your turn. You can sense through objects in the Universe this way, and the sense is precise for detecting creatures. Because this sense detects spiritual energy, a creature that's immune to spirit can't be detected in this way.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2830"},{"skill_mod":{},"summary":"You Strike with the spiritsight crossbow . This shot travels through the Ethereal Plane, allowing it to pass through and ignore cover from physical …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Ethereal Vision is active","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2831","weakness":{},"name":"","actions_number":2,"id":"action-2831","text":" Activate—Ethereal Shot Single Action ; Requirements Ethereal Vision is active; Effect You Strike with the spiritsight crossbow . This shot travels through the Ethereal Plane, allowing it to pass through and ignore cover from physical objects within the range of your Ethereal Vision.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2831"},{"skill_mod":{},"primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2837","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2837","text":" Activate Free Action (concentrate) Trigger You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2837"},{"skill_mod":{},"primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Survivial.","source":["Player Core 2"],"trigger":"A hidden or undetected enemy hits you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2838","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2838","text":" Activate Free Action (concentrate) Trigger A hidden or undetected enemy hits you with an attack; Requirements You're trained in Survivial.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-2838"},{"skill_mod":{},"summary":"You cover a magic item with the cloth or wave the cloth near a magic effect and attempt to counteract the effect or item. The cloth's counteract …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2839","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2839","text":" Activate—Nullify Magic Two Actions (manipulate) Effect You cover a magic item with the cloth or wave the cloth near a magic effect and attempt to counteract the effect or item. The cloth's counteract check modifier is +32, and its counteract rank is 10. Regardless of the result, the cloth of nullification can't be activated again for 2d6 hours. On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. With a successful counteract check, you can instead choose to completely absorb the magic from the effect or item into the cloth of nullification . If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell. The cloth of nullification automatically fails to counteract most artifacts and similarly powerful items.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2839"},{"skill_mod":{},"summary":"You hold the box closed and, while envisioning the terrain, turn the box clockwise three times. When you open the box, the sand reveals, in …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2840","frequency":"once per day","weakness":{},"name":"1 minute (concentrate,manipulate)","id":"action-2840","text":" Activate—Replicate Earth 1 minute (concentrate, manipulate) Frequency once per day; Effect You hold the box closed and, while envisioning the terrain, turn the box clockwise three times. When you open the box, the sand reveals, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths, hills, embankments, boulders, and even artificial structures like walls and ditches, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box.","category":"action","rarity":"common","slug":"action-2840"},{"skill_mod":{},"summary":"You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2841","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2841","text":" Activate—Cheat Fate Single Action (manipulate) Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2841"},{"skill_mod":{},"summary":" You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2842","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2842","text":" Activate—Unravel Twine Single Action (manipulate) Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2842"},{"skill_mod":{},"summary":"The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your doomed condition. Each …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The ashes aren't doomed;","source":["Player Core 2"],"trigger":"You would become doomed , or your doomed value would increase","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2843","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2843","text":" Activate—Doom the Urn Reaction (concentrate) Trigger You would become doomed, or your doomed value would increase; Requirements The ashes aren't doomed;; Effect The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your doomed condition. Each night when you get a full night's rest, you can reduce your own doomed condition or that of the urn, but not both.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2843"},{"skill_mod":{},"summary":"The urn shoots a bolt of void energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2844","frequency":"once per round","weakness":{},"name":"(attack, concentrate, manipulate)","actions_number":2,"id":"action-2844","text":" Activate—Spirit's Wrath Single Action (attack, concentrate, manipulate) Frequency once per round; Effect The urn shoots a bolt of void energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack modifier, whichever is higher. On a success, the bolt deals 4d4 void damage (doubled on a critical success).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2844"},{"skill_mod":{},"summary":"You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2845","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, teleportation)","actions_number":4,"id":"action-2845","text":" Activate—Fire Jump Two Actions (concentrate, manipulate, teleportation) Frequency once per day; Effect You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2845"},{"skill_mod":{},"summary":"The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2846","frequency":"once per day","weakness":{},"name":"(concentrate,manipulate)","actions_number":4,"id":"action-2846","text":" Activate—Hideous Wail Two Actions (concentrate, manipulate) Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2846"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it's lost.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2847","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2847","text":" Activate—Rally to the cause Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it's lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2847"},{"skill_mod":{},"summary":"You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"You've just used your champion's reaction","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2848","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2848","text":" Activate—Divine Fervor Free Action (concentrate) Frequency once per day; Trigger You've just used your champion's reaction; Effect You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2848"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a revelation spell. If you don't spend this Focus Point by the end of this turn, it's lost.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2849","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2849","text":" Activate—Remember the Future Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a revelation spell. If you don't spend this Focus Point by the end of this turn, it's lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2849"},{"skill_mod":{},"summary":"The ally gains a status bonus to the saving throw equal to the value of your cursebound condition.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the cursebound condition","source":["Player Core 2"],"trigger":"An ally within 30 feet is about to attempt a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2850","frequency":"oncer per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2850","text":" Activate—Twist the Skeins of Fate Reaction (concentrate) Frequency oncer per day; Trigger An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2850"},{"skill_mod":{},"summary":"You create the effects of a rune trap ritual containing fireball . You can have only one trapped rune from a ring of maniacal devices active …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2851","frequency":"once per day","weakness":{},"name":"10 minutes (manipulate)","id":"action-2851","text":" Activate—Fireball Trap 10 minutes (manipulate) Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball . You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring.","category":"action","rarity":"common","slug":"action-2851"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2852","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2852","text":" Activate—Blood's Call Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2852"},{"skill_mod":{},"summary":"You critically succeed instead.","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You succeed at an Acrobatics or Athletics skill check","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2853","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2853","text":" Activate—Effortless Mastery Free Action (concentrate) Frequency once per day; Requirements You succeed at an Acrobatics or Athletics skill check; Effect You critically succeed instead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2853"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2854","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2854","text":" Activate—Reserves of Inner Strength Free Action (concentrate) Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2854"},{"skill_mod":{},"primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2855","weakness":{},"name":"(manipulate) or 1 or more days","actions_number":2,"id":"action-2855","text":" Activate Single Action (concentrate) or 1 or more days ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2855"},{"skill_mod":{},"summary":"You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2857","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2857","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt , but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round.","category":"action","rarity":"common","slug":"action-2857"},{"skill_mod":{},"summary":"You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2858","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2858","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness . Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure).","category":"action","rarity":"common","slug":"action-2858"},{"skill_mod":{},"summary":"You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2859","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2859","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn.","category":"action","rarity":"common","slug":"action-2859"},{"skill_mod":{},"summary":"You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2860","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2860","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank.","category":"action","rarity":"common","slug":"action-2860"},{"skill_mod":{},"summary":"You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage. ","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2861","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2861","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage.","category":"action","rarity":"common","slug":"action-2861"},{"skill_mod":{},"summary":"You cast howling blizzard . Snow lingers in the spell's area, remaining as difficult terrain for 1 minute.","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2862","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2862","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast howling blizzard . Snow lingers in the spell's area, remaining as difficult terrain for 1 minute.","category":"action","rarity":"common","slug":"action-2862"},{"skill_mod":{},"summary":"You cast web , but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2863","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2863","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web , but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 poison damage.","category":"action","rarity":"common","slug":"action-2863"},{"skill_mod":{},"summary":"You Stride twice. The drakeheart mutagen's duration ends.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2864","weakness":{},"name":"","actions_number":2,"id":"action-2864","text":" Activate—Final Surge Single Action ; Effect You Stride twice. The drakeheart mutagen's duration ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2864"},{"skill_mod":{},"summary":"You Administer First Aid without requiring healer's tools. You can either gain a +2 item bonus to the Medicine check or use the salve's Medicine …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2865","weakness":{},"name":"Administer Stitch (manipulate)","actions_number":2,"id":"action-2865","text":" Activate—Administer Stitch Single Action (manipulate) Effect You Administer First Aid without requiring healer's tools. You can either gain a +2 item bonus to the Medicine check or use the salve's Medicine modifier of +13 instead of your own.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2865"},{"skill_mod":{},"summary":"You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2866","weakness":{},"name":"Stitch Wounds (manipulate)","actions_number":0,"id":"action-2866","text":" Activate—Stitch Wounds Free Action (manipulate) Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2866"},{"skill_mod":{},"summary":"The clockwork songbird animates and sings a complex birdsong that lasts for 1 minute. The song is soothing and pleasant but impossible to …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2883","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"Interact","actions_number":4,"id":"action-2883","text":" Activate Two Actions Interact; Effect The clockwork songbird animates and sings a complex birdsong that lasts for 1 minute. The song is soothing and pleasant but impossible to accurately repeat, as each time the clockwork is activated in this way, its next song differs slightly. Regardless, this activation also functions to activate the portal in area H13 in the Pit.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2883"},{"skill_mod":{},"summary":"The songbird leaps into the air and flies in a circle, swooping around an area around you for 10 minutes as it sings. The songbird never travels …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2884","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"Interact (10 minutes)","actions_number":4,"id":"action-2884","text":" Activate Two Actions Interact (10 minutes); Frequency once per day; Effect The songbird leaps into the air and flies in a circle, swooping around an area around you for 10 minutes as it sings. The songbird never travels further than 50 feet from the location where you activated it. It returns to that location at the end of the duration, at which point the songbird casts private sanctum at that location before going quiet once again. The effect remains in place for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2884"},{"skill_mod":{},"summary":"You place the clockwork songbird on a stable surface, and it casts an alarm spell heightened to 3rd level to your specifications. When the …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2885","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"Interact","actions_number":4,"id":"action-2885","text":" Activate Two Actions Interact; Frequency once per day; Effect You place the clockwork songbird on a stable surface, and it casts an alarm spell heightened to 3rd level to your specifications. When the alarm is triggered, it does so in the form of a loud warbling birdsong sung by the clockwork. If the clockwork songbird is moved from its location before the alarm spell's duration has run its course, the spell ends.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2885"},{"skill_mod":{},"summary":"The cowl casts crisis of faith (DC 25 Will) to your specification.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2886","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"envision, command","actions_number":4,"id":"action-2886","text":" Activate Two Actions envision, command; Frequency once per day; Effect The cowl casts crisis of faith (DC 25 Will) to your specification.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2886"},{"skill_mod":{},"summary":"The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2887","frequency":"once per hour","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"envision, command","actions_number":4,"id":"action-2887","text":" Activate Two Actions envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2887"},{"skill_mod":{},"summary":"The Dream Lens establishes a link between you and the dreaming host, allowing you to rip and tear into the host's mind from afar. You can attempt …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You’re an intellect devourer whose mind has been linked to a user of midnight milk, and that creature is still dreaming in your mind","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2888","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"envision, Interact","actions_number":6,"id":"action-2888","text":" Activate Three Actions envision, Interact; Requirements You’re an intellect devourer whose mind has been linked to a user of midnight milk, and that creature is still dreaming in your mind; Effect The Dream Lens establishes a link between you and the dreaming host, allowing you to rip and tear into the host's mind from afar. You can attempt two talon Strikes against the dreaming creature, using the same attack modifier as your highest attack modifier. These strikes gain the death and mental traits, and damage caused by them is mental damage, not slashing damage. If this kills the target, the intellect devourer can use Body Thief against the target as a free action, teleporting from the Dream Lens directly into the skull of its new, freshly slain host. If these strikes don't kill the target, it can immediately attempt a new Fortitude save against the DC of the midnight milk it's currently under the effects of. If it succeeds at this saving throw, the target immediately awakes (retaining only vague memories of an awful nightmare) and is no longer affected by that dose of midnight milk.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2888"},{"skill_mod":{},"summary":"The flickering weapon casts blur to your specification.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2889","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"envision, command","actions_number":4,"id":"action-2889","text":" Activate Two Actions envision, command; Frequency once per day; Effect The flickering weapon casts blur to your specification.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2889"},{"skill_mod":{},"summary":"The Ghost Stone grants a terrifying vision of doom. For the PCs, this vision is of seven apocalyptic dooms that descend upon Sandpoint.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2890","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"(command, envision, Interact)","actions_number":4,"id":"action-2890","text":" Activate Two Actions (command, envision, Interact); Effect The Ghost Stone grants a terrifying vision of doom. For the PCs, this vision is of seven apocalyptic dooms that descend upon Sandpoint.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2890"},{"skill_mod":{},"summary":"The Ghost Stone casts read omens to your specifications.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2891","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"10 minutes (command, envision, Interact)","actions_number":4,"id":"action-2891","text":" Activate Two Actions 10 minutes (command, envision, Interact); Frequency once per day; Effect The Ghost Stone casts read omens to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2891"},{"skill_mod":{},"summary":"You speak in Aklo when using the linguistic spell or effect, even if you don't normally speak Aklo. If the spell or effect requires a spell attack …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"trigger":"You cast a spell or use an effect that has the linguistic trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2892","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"(divination)","actions_number":1,"id":"action-2892","text":" Activate Reaction (divination) Trigger You cast a spell or use an effect that has the linguistic trait; Effect You speak in Aklo when using the linguistic spell or effect, even if you don't normally speak Aklo. If the spell or effect requires a spell attack roll, you gain a +1 item bonus to the roll. If the spell or effect can be resisted with a saving throw, all saves against the effect suffer a –1 item penalty.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2892"},{"skill_mod":{},"summary":"The Hollow Star casts phantasmal killer (DC 25). The target of this effect receives a brief but overwhelming vision of the world ending as an …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2893","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"(death, emotion, fear, illusion, mental)","actions_number":4,"id":"action-2893","text":" Activate Two Actions (death, emotion, fear, illusion, mental) Frequency once per day; Effect The Hollow Star casts phantasmal killer (DC 25). The target of this effect receives a brief but overwhelming vision of the world ending as an immense explosion in the sky expands to engulf the world.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2893"},{"skill_mod":{},"summary":"The Hollow Star conjures an aberration to fight for you. This works like summon animal , except you summon a common creature that has the …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2894","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"(conjuration)","actions_number":6,"id":"action-2894","text":" Activate Three Actions (conjuration) Frequency once per day; Effect The Hollow Star conjures an aberration to fight for you. This works like summon animal , except you summon a common creature that has the aberration trait and whose level is 3 or lower.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2894"},{"skill_mod":{},"summary":"If your next action is to cast a spell that has the emotion trait, your skill at manipulation and exploiting emotion enhance the spell. The spell …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2895","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"envision (metamagic)","actions_number":2,"id":"action-2895","text":" Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a spell that has the emotion trait, your skill at manipulation and exploiting emotion enhance the spell. The spell gains the linguistic trait. Attempt a Deception check to Lie as you cast the spell against the Perception DC of all those observing you. Those you succeed against think you were merely talking, not casting a spell on a creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2895"},{"skill_mod":{},"summary":" Monarch casts dream message (heightened to 4th level) to your specifications.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Monarch must possess a major gift","source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2896","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"10 minutes (envision, Interact)","id":"action-2896","text":" Activate 10 minutes (envision, Interact); Frequency once per day; Requirements Monarch must possess a major gift; Effect Monarch casts dream message (heightened to 4th level) to your specifications.","category":"action","rarity":"common","slug":"action-2896"},{"skill_mod":{},"summary":" Monarch opens a conduit to Desna's palace of Cynosure and infuses your soul with the grace of the azatas who dance and frolic therein. You gain 50 …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2897","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"command, Interact","actions_number":4,"id":"action-2897","text":" Activate Two Actions command, Interact; Frequency once per day; Effect Monarch opens a conduit to Desna's palace of Cynosure and infuses your soul with the grace of the azatas who dance and frolic therein. You gain 50 additional Hit Points, increasing both your maximum and current Hit Points, as well as weakness 10 to lawful damage. You also gain the effects of the righteous call gift, without expending that gift's daily use. You can Dismiss the effect. If you do so, you unleash a wave of chaotic power in the form of a rainbow-like pulse of light, causing the relic to cast scintillating pattern . The effects of this casting of scintillating pattern don't affect your allies.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2897"},{"skill_mod":{},"summary":"The nightmare weapon casts nightmare to your specifications.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2898","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"10 minutes (envision, Interact)","id":"action-2898","text":" Activate 10 minutes (envision, Interact); Frequency once per day; Effect The nightmare weapon casts nightmare to your specifications.","category":"action","rarity":"common","slug":"action-2898"},{"legacy_name":["Mark for Death"],"skill_mod":{},"summary":"You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn't make you observed. Mark for Death lasts until …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The creature you intend to mark is observed by you","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2899","weakness":{},"name":"Mark For Death (concentrate)","legacy_id":["action-565"],"actions_number":6,"id":"action-2899","text":" Mark For Death (concentrate) Three Actions Source Player Core 2 pg. 186 Requirements The creature you intend to mark is observed by you --- You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn't make you observed. Mark for Death lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you. In addition, when attacking your mark, you have the sneak attack class feature, except it deals 1d4 precision damage and you don't increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2899"},{"skill_mod":{},"summary":"You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.","primary_source":"Player Core 2","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2900","weakness":{},"name":"Call Companion","legacy_id":["action-601"],"trait":["Exploration"],"id":"action-2900","text":" Call Companion Source Player Core 2 pg. 189 --- You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.","category":"action","rarity":"common","slug":"action-2900"},{"skill_mod":{},"summary":"You will the bone spurs to erupt in a particularly devastating manner, dealing 6d6 piercing damage (basic Fortitude save) to the triggering creature …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"trigger":"A creature takes persistent bleed damage from your bone flense spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2901","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"Erupting Spurs","actions_number":1,"id":"action-2901","text":" Erupting Spurs Reaction Source Prey for Death pg. 99 Trigger A creature takes persistent bleed damage from your bone flense spell --- You will the bone spurs to erupt in a particularly devastating manner, dealing 6d6 piercing damage (basic Fortitude save) to the triggering creature instead of the persistent bleed damage from bone flense . The duration of bone flense immediately ends.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2901"},{"skill_mod":{},"summary":"You lace your words with echoes of your ancestors’ magic. If your next action is to Request , you gain the effects of the Shameless Request feat, …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2902","weakness":{},"name":"(curse, divine, emotion, mental)","actions_number":2,"id":"action-2902","text":" Activate—Nudging Whisper Single Action (curse, divine, emotion, mental) Effect You lace your words with echoes of your ancestors’ magic. If your next action is to Request, you gain the effects of the Shameless Request feat, and if your next action is to Lie, you gain the effects of the Confabulator feat. If you critically fail at either check, the target and anyone who witnessed you fail becomes immune to your Nudging Whisper for one day, though this doesn’t necessarily let them know that you attempted to charm them.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2902"},{"skill_mod":{},"summary":"You concentrate on the glimpses of a previous life to find a memory of a tome or an applicable lesson from your past. You roll a second time and use …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You’re about to attempt a check to Recall Knowledge ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2903","frequency":"once per day;","weakness":{},"name":"(fortune)","actions_number":1,"id":"action-2903","text":" Activate—Tap the Past Reaction (fortune) Frequency once per day;; Trigger You’re about to attempt a check to Recall Knowledge; Effect You concentrate on the glimpses of a previous life to find a memory of a tome or an applicable lesson from your past. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2903"},{"skill_mod":{},"summary":"Realizing that discretion is the better part of valor, you opt to put some distance between you and a threat. You gain the fleeing condition until …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You gain the frightened condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2904","frequency":"once per hour","weakness":{},"name":"(emotion, fear, mental, tanuki)","actions_number":1,"id":"action-2904","text":" Activate—Tactical Retreat Reaction (emotion, fear, mental, tanuki) Frequency once per hour; Trigger You gain the frightened condition; Effect Realizing that discretion is the better part of valor, you opt to put some distance between you and a threat. You gain the fleeing condition until the beginning of your next turn, and you Stride.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2904"},{"skill_mod":{},"summary":"You plunge your fist or weapon into your shadow, enveloping it in a rippling, damask-like pattern of darkness. If your next action is to Strike, the …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2905","frequency":"once per minute","weakness":{},"name":"(occult, shadow)","actions_number":2,"id":"action-2905","text":" Activate—Inscribe Shadow Pamor Single Action (occult, shadow) Frequency once per minute; Effect You plunge your fist or weapon into your shadow, enveloping it in a rippling, damask-like pattern of darkness. If your next action is to Strike, the shadows cling to your foe with your attack, obscuring its vision. On a hit, the target of your Strike becomes dazzled until the start of your next turn. The target can use an Interact action to tear away the clinging shadows and remove the dazzled condition. On a critical hit, the shadows are particularly stubborn and can’t be torn away.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2905"},{"skill_mod":{},"summary":"Your pusaka uses its power to spark one of your depleted magic items to life. You Activate an Item you’ve invested even after you’ve used that …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2906","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-2906","text":" Activate—Replenish Heirloom Free Action (concentrate) Frequency once per day; Effect Your pusaka uses its power to spark one of your depleted magic items to life. You Activate an Item you’ve invested even after you’ve used that activation the maximum number of times for its frequency. You can do so only if the item’s level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven’t already used the activation this round.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2906"},{"skill_mod":{},"summary":"Your pusaka becomes a kris made of darkness and drives itself into an adjacent enemy’s shadow. That enemy takes 80 mental damage with a basic …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2907","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, mental)","actions_number":4,"id":"action-2907","text":" Activate—Cut the Shadow Two Actions (concentrate, manipulate, mental) Frequency once per day; Effect Your pusaka becomes a kris made of darkness and drives itself into an adjacent enemy’s shadow. That enemy takes 80 mental damage with a basic Fortitude save against your spell DC or class DC, whichever is higher. If this reduces the creature to 0 Hit Points, the target doesn’t die, but its shadow is severed from its body, becoming a shadow spawn that attempts to flee from the target’s body. As long as the shadow spawn exists, the target remains in a dreamless slumber; if destroyed, the target regains its shadow and awakens (if its body was kept properly while unconscious).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2907"},{"skill_mod":{},"summary":" Stride or Step , and then enter a different elemental stance from the one you’re currently in.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You’re in one of the elemental stances","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2908","weakness":{},"name":"Cycle Elemental Stance","actions_number":2,"id":"action-2908","text":" Activate Single Action Cycle Elemental Stance; Requirements You’re in one of the elemental stances; Effect Stride or Step, and then enter a different elemental stance from the one you’re currently in.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2908"},{"skill_mod":{},"summary":"Make two Strikes against a target within your reach, one with the required weapon and one with your fist unarmed attack. If both hit the same …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You’re wielding a one-handed melee weapon or a melee weapon with the agile or finesse trait","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2909","weakness":{},"name":"(flourish)","actions_number":2,"id":"action-2909","text":" Activate—Overwhelming Combination Single Action (flourish) Requirements You’re wielding a one-handed melee weapon or a melee weapon with the agile or finesse trait; Effect Make two Strikes against a target within your reach, one with the required weapon and one with your fist unarmed attack. If both hit the same target, combine their damage for the purposes of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2909"},{"skill_mod":{},"summary":"Light swirls around you, transforming your armor, clothing, and a single weapon in your possession into a specific alternate outfit. While your …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2910","frequency":"once per hour","weakness":{},"name":"(arcane)","actions_number":2,"id":"action-2910","text":" Activate—Starlit Transformation Single Action (arcane) Frequency once per hour; Effect Light swirls around you, transforming your armor, clothing, and a single weapon in your possession into a specific alternate outfit. While your equipment might look dramatically different, it functions as normal. If someone attempts to discern your identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don’t have to attempt a Deception check to interact with someone to conceal your identity—a check happens only if someone else specifically tries to uncover it. You remain in your sentinel form for 10 minutes or until you use Starlit Transformation again to change back to your normal form. While you're in sentinel form, your transformed weapon shines with starlight and gains a +1 status bonus to damage rolls with the weapon. You can fling bolts of starlight from your weapon with a Strike action, using your melee attack modifier with the weapon. These bolts deal 1d4 force damage, have a range of 60 feet, are affected by your weapon runes, and have the arcane and force traits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2910"},{"skill_mod":{},"summary":"( air ) Your familiar summons winds that speed up and protect you. You gain a +10-foot status bonus to your Speed until the end of your turn. When …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2911","frequency":"once per 10 minutes","weakness":{},"name":"Path of the Tempest","actions_number":4,"id":"action-2911","text":" Activate Two Actions Path of the Tempest; Frequency once per 10 minutes; Effect (air) Your familiar summons winds that speed up and protect you. You gain a +10-foot status bonus to your Speed until the end of your turn. When you Stride this turn, you don’t trigger reactions. In addition, you don’t need to Stride before a Long Jump this turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2911"},{"skill_mod":{},"summary":"( electricity ) Your familiar absorbs excess electrical charge and unleashes a 5-foot emanation of static electricity that flows into creatures’ …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You Cast a Spell that had the air or electricity traits this turn","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2912","weakness":{},"name":"Lightning Needles","actions_number":2,"id":"action-2912","text":" Activate Single Action Lightning Needles; Requirements You Cast a Spell that had the air or electricity traits this turn; Effect (electricity) Your familiar absorbs excess electrical charge and unleashes a 5-foot emanation of static electricity that flows into creatures’ meridians. Creatures in the emanation that fail a Fortitude save against your spell DC become clumsy 1 until the end of their next turn. If a creature is soaked or standing over or in water inside the emanation, it also takes 1d4 persistent electricity damage on a failed save.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2912"},{"skill_mod":{},"summary":"( electricity ) Your familiar flies around and around an adjacent ally’s weapon or hand, dissolving into multiple rings of lightning. Until the …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2913","weakness":{},"name":"Lightning Armillary","actions_number":2,"id":"action-2913","text":" Activate Single Action Lightning Armillary; Effect (electricity) Your familiar flies around and around an adjacent ally’s weapon or hand, dissolving into multiple rings of lightning. Until the beginning of your next turn, the affected weapon or unarmed attack deals an additional 1d6 electricity damage, or 1d8 electricity damage if you Cast a Spell with the air or electricity trait this turn. Your familiar remains in lightning ring form, preventing it from being targeted or taking any actions.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2913"},{"skill_mod":{},"summary":"( fire , healing , light , visual ) You dismiss phoenix form while a fiery corona erupts from you as searing light. Each creature in a 10-foot …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You’re transformed into phoenix form by the monstrosity form spell granted by this feat","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2914","weakness":{},"name":"Blazing Conflagration","actions_number":6,"id":"action-2914","text":" Activate Three Actions Blazing Conflagration; Requirements You’re transformed into phoenix form by the monstrosity form spell granted by this feat; Effect (fire, healing, light, visual) You dismiss phoenix form while a fiery corona erupts from you as searing light. Each creature in a 10-foot burst takes 16d6 fire damage with a basic Fortitude save against your spell DC; creatures that critically fail are blinded for 1 round. You gain 8d6 temporary Hit Points. At 18th level and again at 20th level, the burst deals an additional 2d6 fire damage, and you gain an additional 1d6 temporary Hit Points.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2914"},{"skill_mod":{},"summary":"You use your urumi as an effigy with which to call upon an orochi ’s power, offering your blood in exchange. You can make up to eight Strikes with …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2915","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-2915","text":" Activate—Serpent’s Kiss Three Actions (concentrate) Frequency once per day; Effect You use your urumi as an effigy with which to call upon an orochi’s power, offering your blood in exchange. You can make up to eight Strikes with a –2 penalty, each against a different target within 30 feet. For each Strike you choose to make, you take 1d6 piercing damage. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you’ve made all your attacks.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2915"},{"skill_mod":{},"summary":"The creature must succeed at a DC 35 Fortitude save or be destroyed . If the undead fails its saving throw and is destroyed, you suffer a backlash, …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2916","frequency":"once per day; Trigger You critically hit an undead creature with the sword","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2916","text":" Activate—Violent Exorcism Reaction (concentrate) Frequency once per day; Trigger You critically hit an undead creature with the sword; Effect The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking 1d6 void damage per level of the destroyed undead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2916"},{"skill_mod":{},"summary":"The cloak ripples, becoming either giant eagle feathers or iridescent fish scales. Until you next Activate the cloak, you gain either a swim …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2917","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-2917","text":" Activate—Cut Air and Sea Single Action (concentrate, manipulate) Effect The cloak ripples, becoming either giant eagle feathers or iridescent fish scales. Until you next Activate the cloak, you gain either a swim Speed of 60 feet and the ability to breathe underwater or a fly Speed of 40 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2917"},{"skill_mod":{},"summary":"You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2918","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2918","text":" Activate—Prepare Flash Two Actions (concentrate) Frequency once per 10 minutes; Effect You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your sword more flexible. You Ready a melee Strike, increasing the flashblade’s reach for that Strike to 15 feet. If the trigger doesn’t occur, this doesn’t count against the flashblade’s frequency.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2918"},{"skill_mod":{},"summary":"You attach the wheels to your feet, and their constant movement and energy allow you to move through the air. You gain a fly Speed of 20 feet for …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2919","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2919","text":" Activate—Rolling Flight Two Actions (concentrate) Frequency once per hour; Effect You attach the wheels to your feet, and their constant movement and energy allow you to move through the air. You gain a fly Speed of 20 feet for 10 minutes. While in use in this way, you can’t wield the wheels as weapons. You can spend an Interact action at any time to end this effect and re-grip the heavenly rolling flames. If you lack enough free hands to wield them, you drop them in your space.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2919"},{"skill_mod":{},"summary":"You cast haste as a 3rd-rank occult spell, but you can target only yourself.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2920","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2920","text":" Activate—Speed of Heaven Two Actions (manipulate) Frequency once per day; Effect You cast haste as a 3rd-rank occult spell, but you can target only yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2920"},{"skill_mod":{},"summary":"You unleash the sword’s charged energy in a magical display. You cast a 3-action 5th-rank harm spell if you have 3 dark charges or a 3-action …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Life’s duality has 3 dark charges or 3 light charges; Frequency once per day","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2921","weakness":{},"name":"(concentrate)","actions_number":6,"id":"action-2921","text":" Activate—Burst of Duality Three Actions (concentrate) Requirements Life’s duality has 3 dark charges or 3 light charges; Frequency once per day; Effect You unleash the sword’s charged energy in a magical display. You cast a 3-action 5th-rank harm spell if you have 3 dark charges or a 3-action 5th-rank heal spell if you have 3 light charges (DC 30). The sword then reverts to having 0 charges.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2921"},{"skill_mod":{},"summary":"You ring the bell and focus on an object of negligible Bulk within 10 feet. The bell’s toll animates the object for 24 hours. The object becomes a …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2922","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-2922","text":" Activate—Awaken the Soul Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You ring the bell and focus on an object of negligible Bulk within 10 feet. The bell’s toll animates the object for 24 hours. The object becomes a minion that can’t attack but can move and take simple Interact actions appropriate for an item of its type, as determined by the GM. For example, a piece of chalk can write a message or draw a symbol, a hand fan can open or fan in a particular direction, or a magnifying glass can set itself up to dramatically reveal incriminating evidence. The animated item has AC 5, 5 Hit Points, a Speed of 10 feet, and automatically fails all saves. If the object is broken, it can no longer move, though it can still Interact as appropriate for an item of its type. As normal with minions you control, you must Command the object to grant it actions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2922"},{"skill_mod":{},"summary":"You place your hand on an object and play a single note on the whistle, causing the item to stir and respond to your questions for 1 minute. During …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2923","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2923","text":" Activate—Question the Soul Single Action (manipulate) Frequency once per day; Effect You place your hand on an object and play a single note on the whistle, causing the item to stir and respond to your questions for 1 minute. During this time, the object attempts to answer your questions to the best of its ability but can provide an answer of only “yes” or “no.” In most cases, an object has knowledge only of events it was personally present for and has no particular knowledge skills to interpret the events it has seen. If the object can’t answer a question with a simple yes or no answer, it stays silent.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2923"},{"skill_mod":{},"summary":"Drawing a circle on the ground with your stylus, you cast field of life centered on yourself.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2924","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2924","text":" Activate—Rejuvenating Ink Two Actions (manipulate) Frequency once per day; Effect Drawing a circle on the ground with your stylus, you cast field of life centered on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2924"},{"skill_mod":{},"summary":"You can activate the tiger fork to attempt to Grapple the creature. This attempt uses the same multiple attack penalty as the required Strike.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your last action was a successful Strike against a creature","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2925","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2925","text":" Activate—Fork Grip Single Action (manipulate) Requirements Your last action was a successful Strike against a creature; Effect You can activate the tiger fork to attempt to Grapple the creature. This attempt uses the same multiple attack penalty as the required Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2925"},{"skill_mod":{},"summary":"The energy of your follow-through erupts from your opponent in a wave of concussive energy. You deal sonic damage equal to your normal Strike …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You critically hit with the twisting gale","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2926","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate, force, magical)","actions_number":1,"id":"action-2926","text":" Activate—Sonic Gale Reaction (concentrate, force, magical) Frequency once per 10 minutes; Trigger You critically hit with the twisting gale; Effect The energy of your follow-through erupts from your opponent in a wave of concussive energy. You deal sonic damage equal to your normal Strike damage with the twisting gale in a 30-foot cone behind your target. Creatures in the area, not including your target, must attempt a basic Fortitude save against your class DC.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2926"},{"skill_mod":{},"summary":"You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2927","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-2927","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal.","category":"action","rarity":"common","slug":"action-2927"},{"skill_mod":{},"summary":"You call upon beings of this plane or another to hear your call. Choose summon lesser servitor or command . You Cast the chosen Spell at 1st …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2928","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":6,"id":"action-2928","text":" Activate—Chimes of Command Three Actions (manipulate) Frequency once per day; Effect You call upon beings of this plane or another to hear your call. Choose summon lesser servitor or command . You Cast the chosen Spell at 1st rank (DC 19). When casting summon lesser servitor in this way, you must choose to summon a magical animal.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2928"},{"skill_mod":{},"summary":"You whisper, “Darkness for my foes,” and the target of your last attack takes 10d6 cold damage and 10d6 spirit damage (DC 45 basic Will save).","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your last action was a successful Strike against your foe with this weapon","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2929","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2929","text":" Activate—Darkness for My Foes Single Action (concentrate) Frequency once per day; Requirements Your last action was a successful Strike against your foe with this weapon; Effect You whisper, “Darkness for my foes,” and the target of your last attack takes 10d6 cold damage and 10d6 spirit damage (DC 45 basic Will save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2929"},{"skill_mod":{},"summary":"Until the end of your turn, the Frost Fair Yanyuedao gains the effects of a greater frost rune. While under this effect, if you critically succeed …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2930","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2930","text":" Activate—Dragon Chill Single Action (manipulate) Effect Until the end of your turn, the Frost Fair Yanyuedao gains the effects of a greater frost rune. While under this effect, if you critically succeed at a Strike using this weapon against a creature who has resistance or immunity to cold, that creature must attempt a DC 31 Fortitude save or be slowed 1 for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2930"},{"skill_mod":{},"summary":"You offer a prayer for your divine protection to extend to your companion. The creature rerolls the triggering saving throw with a +2 item bonus. …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"An ally within 30 feet fails a saving throw against an temperature environmental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2931","frequency":"once per hour;","weakness":{},"name":"(concentrate, divine, fortune)","actions_number":1,"id":"action-2931","text":" Activate—Sutra of the Flawless Servant Reaction (concentrate, divine, fortune) Frequency once per hour;; Trigger An ally within 30 feet fails a saving throw against an temperature environmental effect; Effect You offer a prayer for your divine protection to extend to your companion. The creature rerolls the triggering saving throw with a +2 item bonus. They must take the new result, even if it is worse.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2931"},{"skill_mod":{},"summary":"You extend the staff with the force of a meteor, dealing 10d10 bludgeoning damage to a single creature within 120 feet and making it enfeebled 1 …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2932","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-2932","text":" Activate—Meteor Slam Single Action (concentrate, manipulate) Frequency once per day; Effect You extend the staff with the force of a meteor, dealing 10d10 bludgeoning damage to a single creature within 120 feet and making it enfeebled 1 for 1 day. All other creatures within 10 feet of the target (except the staff’s wielder) take 8d10 sonic damage (DC 43 basic Reflex save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2932"},{"skill_mod":{},"summary":"It’s said that Sun Wukong tucked this magical staff behind his ear during his travels. When not in use, the Staff of Sun Wukong shrinks to the size …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2933","weakness":{},"name":"Close at Hand","actions_number":0,"id":"action-2933","text":" Activate Free Action Close at Hand; Effect It’s said that Sun Wukong tucked this magical staff behind his ear during his travels. When not in use, the Staff of Sun Wukong shrinks to the size and weight of a needle or toothpick, making it highly concealable (+4 circumstance bonus to Stealth checks to hide it from sight). In this form, the item has negligible Bulk. You can Activate this ability again to return the staff to its normal size.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2933"},{"skill_mod":{},"summary":"You use the shapeshifting capabilities of this relic to propel yourself great distances. You Leap up to 50 feet in any direction.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2934","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-2934","text":" Activate—Cloud Somersault Single Action (manipulate) Effect You use the shapeshifting capabilities of this relic to propel yourself great distances. You Leap up to 50 feet in any direction.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2934"},{"skill_mod":{},"summary":"The next time you attempt a skill check using the skill that triggered this ability within the next minute, roll twice and take the higher result.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You critically fail a skill check with a skill you gained from the banished celestial background","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2935","frequency":"once per day","weakness":{},"name":"Enlightenment in Adversity","actions_number":1,"id":"action-2935","text":" Enlightenment in Adversity Reaction Source Tian Xia Character Guide pg. 12 Frequency once per day Trigger You critically fail a skill check with a skill you gained from the banished celestial background --- The next time you attempt a skill check using the skill that triggered this ability within the next minute, roll twice and take the higher result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2935"},{"skill_mod":{},"summary":"Reroll the skill check. You must use the second result, even if it’s worse.","primary_source":"Tian Xia Character Guide","trait_group":["Sense","Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You fail or critically fail a Deception , Diplomacy, Intimidation , or Society check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2936","frequency":"once per day","weakness":{},"name":"Name Drop","trait":["Auditory","Fortune"],"actions_number":1,"id":"action-2936","text":" Name Drop Reaction Source Tian Xia Character Guide pg. 12 Frequency once per day Trigger You fail or critically fail a Deception, Diplomacy, Intimidation, or Society check --- Reroll the skill check. You must use the second result, even if it’s worse.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2936"},{"skill_mod":{},"summary":"The PC spends several seconds issuing insults and taunts to Ordulf, then attempts a DC 38 Deception, Intimidation, or Performance check. If the …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2939","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"Insult Ordulf","actions_number":4,"id":"action-2939","text":" Insult Ordulf Two Actions Source Prey for Death pg. 31 --- The PC spends several seconds issuing insults and taunts to Ordulf, then attempts a DC 38 Deception, Intimidation, or Performance check. If the insults include challenges to Ordulf's bravery, compare him to a troll or a chicken, insult his skill at fishing, or liken him to a witch or national of Irrisen, this becomes a DC 33 check. Critical Success You strike a nerve. Not only does Ordulf become sickened 2 with anger, he is also stunned 1 from the shock of your words. Success Your insults cause Ordulf to become sickened 2 with anger. Failure Your insult only has a brief effect, causing Ordulf to become sickened 1. He automatically recovers from this sickened condition at the end of his next turn. Critical Failure Your attempt to insult Ordulf fails so spectacularly that he becomes temporarily immune to Insult Ordulf activities from you for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2939"},{"skill_mod":{},"summary":"The spirit within the pusaka advises you on a subject they knew in life. When you gain this feat, select one Lore skill about a profession and one …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2942","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-2942","text":" Activate—Ancestral Recollection Single Action (concentrate) Frequency once per day; Effect The spirit within the pusaka advises you on a subject they knew in life. When you gain this feat, select one Lore skill about a profession and one about a type of environment, such as Accounting Lore and Forest Lore. When you Activate the pusaka, you attempt to Recall Knowledge using one of these skills (you become temporarily trained in these skills for this check). Once you make your choice of Lore skills, they can’t be changed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2942"},{"skill_mod":{},"summary":"You ask the spirit within the pusaka to show you the way. You cast guidance as an occult cantrip. A cantrip is heightened to a spell rank equal …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2943","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-2943","text":" Activate—Guide My Dreams Two Actions (concentrate) Effect You ask the spirit within the pusaka to show you the way. You cast guidance as an occult cantrip. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2943"},{"skill_mod":{},"summary":"You attempt to Disarm the weapon the enemy is attacking with. You gain a +2 status bonus to this Disarm check, and if the check is successful, the …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have your fist positioned to parry","source":["Tian Xia Character Guide"],"trigger":"An enemy within your reach targets you or an ally with a weapon Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2944","weakness":{},"name":"Disarming Interception","actions_number":1,"id":"action-2944","text":" Disarming Interception Reaction Source Tian Xia Character Guide pg. 93 Trigger An enemy within your reach targets you or an ally with a weapon Strike Requirements You have your fist positioned to parry --- You attempt to Disarm the weapon the enemy is attacking with. You gain a +2 status bonus to this Disarm check, and if the check is successful, the triggering attack is disrupted. If the Disarm attempt is a critical success and you have a hand free, you can catch the disarmed weapon in your hand instead of it falling to the ground in the target's space.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2944"},{"skill_mod":{},"summary":"( concentrate , manipulate ) You make a pinching motion, and your familiar dissolves into magical energy that re-forms between your fingers as a …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your familiar is within 30 feet, and you have one hand free","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2945","frequency":"once per day or greater","weakness":{},"name":"Create Familiar Fulu","actions_number":4,"id":"action-2945","text":" Create Familiar Fulu Two Actions Source Tian Xia Character Guide pg. 116 Frequency once per day or greater Requirements Your familiar is within 30 feet, and you have one hand free --- (concentrate, manipulate) You make a pinching motion, and your familiar dissolves into magical energy that re-forms between your fingers as a fulu magical item. The fulu must be at least two levels lower than your level, and you don’t need to spend the normal monetary cost in magical components or attempt a Crafting check. You can then choose to Affix a Talisman as part of this activity to affix your familiar fulu. While transformed, your familiar doesn’t grant its normal benefits, and it remains transformed until your next daily preparations or until you Activate the fulu, at which point your familiar reappears in an unoccupied space adjacent to you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2945"},{"skill_mod":{},"summary":"You don’t take the persistent bleed damage and instead regain Hit Points equal to the bleed damage. The persistent bleed damage ends.","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"trigger":"You would take persistent bleed damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2949","frequency":"once per hour","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate)","actions_number":0,"id":"action-2949","text":" Activate—Blood Revitalization Free Action (concentrate) Frequency once per hour; Trigger You would take persistent bleed damage; Effect You don’t take the persistent bleed damage and instead regain Hit Points equal to the bleed damage. The persistent bleed damage ends.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2949"},{"skill_mod":{},"summary":"One item you’re holding with a Bulk of 1 or less vanishes into one of the armor’s extradimensional spaces.","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"At least one of the Vernai shell's two extradimensional spaces is empty","source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2950","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(manipulate)","actions_number":2,"id":"action-2950","text":" Activate—Store Item Single Action (manipulate) Requirements At least one of the Vernai shell's two extradimensional spaces is empty; Effect One item you’re holding with a Bulk of 1 or less vanishes into one of the armor’s extradimensional spaces.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2950"},{"skill_mod":{},"summary":"One item of your choice in either extradimensional space appears in your hand. You can’t Retrieve Item again for 1 minute","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"An item is stored in at least one of the Vernai shell's extradimensional spaces, and you have a free hand.","source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2951","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":0,"id":"action-2951","text":" Activate—Retrieve Item Free Action (concentrate, manipulate) Requirements An item is stored in at least one of the Vernai shell's extradimensional spaces, and you have a free hand.; Effect One item of your choice in either extradimensional space appears in your hand. You can’t Retrieve Item again for 1 minute","category":"action","actions":"Free Action","rarity":"common","slug":"action-2951"},{"skill_mod":{},"summary":"You gain a number of temporary Hit Points equal to twice the creature's level. If you're also wielding Fleshrender in your other hand, you instead …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"trigger":"You reduce a creature to 0 Hit Points with the weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2952","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate)","actions_number":1,"id":"action-2952","text":" Activate—Drink Blood Reaction (concentrate) Trigger You reduce a creature to 0 Hit Points with the weapon; Effect You gain a number of temporary Hit Points equal to twice the creature's level. If you're also wielding Fleshrender in your other hand, you instead gain temporary Hit Points equal to three times the creature's level. These Hit Points remain for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2952"},{"skill_mod":{},"summary":"A whirling wall of sawtooth sabers appear in the air between the paired weapons. All creatures in a line between you and Fleshrender take 10d6 …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":" Fleshrender is within 30 feet and isn't currently held by you","source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2953","frequency":"once per hour","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2953","text":" Activate—Wall of Sabers Two Actions (concentrate, manipulate) Frequency once per hour; Requirements Fleshrender is within 30 feet and isn't currently held by you; Effect A whirling wall of sawtooth sabers appear in the air between the paired weapons. All creatures in a line between you and Fleshrender take 10d6 slashing damage and 4d6 persistent bleed damage (DC 38 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2953"},{"skill_mod":{},"summary":"You swing the dagger in a wide arc, causing a horizontal swipe of blood- red energy to sweep out in a 30-foot cone. All living creatures in the area …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2954","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2954","text":" Activate—Sweeping Slash Two Actions (concentrate, manipulate) Frequency once per day; Effect You swing the dagger in a wide arc, causing a horizontal swipe of blood- red energy to sweep out in a 30-foot cone. All living creatures in the area take 15d6 slashing damage (DC 34 basic Reflex save), plus 1d6 persistent bleed damage on a failed save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2954"},{"skill_mod":{},"summary":"You cast blur and then you Step or Stride.","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2955","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2955","text":" Activate—Shimmer Step Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast blur and then you Step or Stride.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2955"},{"skill_mod":{},"summary":"You swiftly dodge to the side as a momentary image of yourself manifests to distract the foe. The triggering Strike uses the outcome for one degree …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are under the effects of blur ","source":["Prey for Death"],"trigger":"An enemy would hit you with a melee Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2956","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate)","actions_number":1,"id":"action-2956","text":" Activate—Swap Places Reaction (concentrate) Frequency once per day; Trigger An enemy would hit you with a melee Strike; Requirements You are under the effects of blur ; Effect You swiftly dodge to the side as a momentary image of yourself manifests to distract the foe. The triggering Strike uses the outcome for one degree of success worse than the result of the attack roll. The duration of your blur effect is reduced by 2 rounds.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2956"},{"skill_mod":{},"summary":"You smash Temperbrand against the ground or another solid adjacent surface, causing an explosion of molten metal and force to radiate outward in a …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2957","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2957","text":" Activate—Molten Smash Two Actions (concentrate, manipulate) Frequency once per day; Effect You smash Temperbrand against the ground or another solid adjacent surface, causing an explosion of molten metal and force to radiate outward in a 20-foot emanation. All creatures in this area take 10d6 fire damage and 6d6 force damage (DC 43 basic Reflex save); those who critically fail this save are knocked prone. You are immune to the effects of Molten Smash, but your allies are not.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2957"},{"skill_mod":{},"summary":"You draw on the crimson tome's energies and regain one Focus Point; the crimson tome's leather binding turns black until your next daily …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You have fewer Focus Points than your maximum number of Focus Points","source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2958","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(manipulate)","actions_number":2,"id":"action-2958","text":" Activate—Crimson Focusing Single Action (manipulate) Frequency once per day; Requirements You have fewer Focus Points than your maximum number of Focus Points; Effect You draw on the crimson tome's energies and regain one Focus Point; the crimson tome's leather binding turns black until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2958"},{"skill_mod":{},"summary":"The crimson tome infuses the slain creature's mortal remains and soul. If an effect attempts to restore the slain creature to life, the crimson …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"trigger":"You kill a creature with a spell prepared from the crimson tome ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2959","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, spellshape)","actions_number":1,"id":"action-2959","text":" Activate—Achaekek's Gift Reaction (concentrate, spellshape) Trigger You kill a creature with a spell prepared from the crimson tome ; Effect The crimson tome infuses the slain creature's mortal remains and soul. If an effect attempts to restore the slain creature to life, the crimson tome immediately attempts to counteract that effect (counteract modifier +27, counteract rank 8). If the restoring effect is counteracted, you immediately learn the name, nature, and location of the creature or effect that attempted to bring the dead body back to life. You can only impart Achaekek's Gift on one creature at a time. If you use this ability on another creature, the previous creature loses Achaekek's Gift.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2959"},{"skill_mod":{},"summary":"The Elysian clairglass casts clairaudience and clairvoyance on the area you are currently observing with it. As long as you're holding the …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2960","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate)","actions_number":4,"id":"action-2960","text":" Activate—Seek and Speak Two Actions (concentrate) Frequency once per day; Effect The Elysian clairglass casts clairaudience and clairvoyance on the area you are currently observing with it. As long as you're holding the Elysian clairglass , you can speak through the floating eye or ear created by its spells, causing your voice to manifest as a whisper that only one person in range of the spells can hear, as a booming voice that everyone in range of the spells can hear, or as any combination in between those two extremes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2960"},{"skill_mod":{},"summary":"You cast pinpoint .","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2961","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2961","text":" Activate—Pinpoint Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast pinpoint .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2961"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You cast 4th-rank vision of death (DC 28). To the target, it always appears as if they are being attacked by an immense praying mantis.","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2962","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2962","text":" Activate—Phantasmal Assassin Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast 4th-rank vision of death (DC 28). To the target, it always appears as if they are being attacked by an immense praying mantis.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2962"},{"remaster_name":["(concentrate)"],"skill_mod":{},"summary":"You cast scouting eye .","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2963","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"1 minute (concentrate, manipulate)","id":"action-2963","text":" Activate—Scouting Eye 1 minute (concentrate, manipulate) Frequency once per day; Effect You cast scouting eye .","category":"action","rarity":"common","slug":"action-2963"},{"skill_mod":{},"summary":"You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2964","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2964","text":" Activate—Focus on the Doomed Two Actions (concentrate, manipulate) Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2964"},{"skill_mod":{},"summary":"You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are grappling a creature","source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2965","frequency":"once per hour","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(manipulate)","actions_number":2,"id":"action-2965","text":" Activate—Crushing Embrace Single Action (manipulate) Frequency once per hour; Requirements You are grappling a creature; Effect You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the death trait. The body of a creature that is slain by Crushing Embrace is so gruesomely damaged that the creature's body cannot be affected by any effect that requires an intact body to function, such as the talking corpse spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2965"},{"skill_mod":{},"summary":"You cast either darkvision or see the unseen on yourself.","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2966","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate, manipulate)","actions_number":4,"id":"action-2966","text":" Activate—Enhance Vision Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast either darkvision or see the unseen on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2966"},{"skill_mod":{},"summary":"You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are a member of the Vernai","source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2967","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"(concentrate)","actions_number":4,"id":"action-2967","text":" Activate—Vernai's Ire Two Actions (concentrate) Requirements You are a member of the Vernai; Effect You cause the mask of the mantis's eyes to shimmer with crimson light, granting yourself a far more harrowing visage. This light creates illumination equivalent to that of a candle. You can use this ability again to extinguish the frightening glow, but as long as Vernai's Ire remains active, you gain a +1 item bonus to Intimidation checks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2967"},{"skill_mod":{},"summary":"You cast pinpoint . If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2968","frequency":"once per day","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"10 minutes (concentrate)","actions_number":4,"id":"action-2968","text":" Activate—Locate Target Two Actions 10 minutes (concentrate) Frequency once per day; Effect You cast pinpoint . If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2968"},{"skill_mod":{},"summary":"Your durian crab curls itself up tightly, taking the shape of a ball. It then launches itself with its powerful claw at a target within 20 feet. When …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2974","weakness":{},"name":"Crab Cannon","actions_number":4,"id":"action-2974","text":" Crab Cannon Two Actions Source Tian Xia Character Guide pg. 122 --- Your durian crab curls itself up tightly, taking the shape of a ball. It then launches itself with its powerful claw at a target within 20 feet. When it lands, it makes a claw Strike, except the damage is bludgeoning instead of piercing. On a hit, the target becomes dazzled for 1 round and the Strike deals an additional 1d8 damage, or 2d8 additional damage if your crab is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2974"},{"skill_mod":{},"summary":"The hermit krait pulls its heads into its shell to protect itself. It gains a +2 circumstance bonus to AC and a +4 circumstance bonus to any check to …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2975","weakness":{},"name":"Defensive Curl","actions_number":2,"id":"action-2975","text":" Defensive Curl Single Action Source Tian Xia Character Guide pg. 122 --- The hermit krait pulls its heads into its shell to protect itself. It gains a +2 circumstance bonus to AC and a +4 circumstance bonus to any check to pretend to be a mundane shell. Any creature that hits the hermit krait with a melee unarmed attack while it’s in its Defensive Curl takes 2d6 persistent poison damage as one of the krait’s heads lashes out from within the shell. While in its shell, the hermit krait can’t move or take other actions that require using its limbs, but it can extend out of the shell as a single action, ending the effects of Defensive Curl.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2975"},{"skill_mod":{},"summary":"The sundaflora stands tall on its hind legs and begins to wave and dance, showing off its dazzling beauty to distract your attackers. It attempts to …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Sense"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2976","weakness":{},"name":"Flower Dance","trait":["Move","Visual"],"actions_number":4,"id":"action-2976","text":" Flower Dance Two Actions Source Tian Xia Character Guide pg. 123 --- The sundaflora stands tall on its hind legs and begins to wave and dance, showing off its dazzling beauty to distract your attackers. It attempts to Feint the target creature, using its Performance skill instead of Deception. If successful (or critically successful), the target is off-guard to you, rather than to your sundaflora.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2976"},{"skill_mod":{},"summary":"The urchinpad makes another tendril Strike against the same target. If this Strike hits, the target is also grabbed , as if the urchinpad had …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2977","weakness":{},"name":"Wrapping Tendrils","actions_number":2,"id":"action-2977","text":" Wrapping Tendrils Single Action Source Tian Xia Character Guide pg. 123 --- The urchinpad makes another tendril Strike against the same target. If this Strike hits, the target is also grabbed, as if the urchinpad had successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2977"},{"skill_mod":{},"summary":"The yzobu Strides and then makes a horn Strike . If the Strike hits, the target is pushed 10 feet. ","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2978","weakness":{},"name":"Raging Stampede","actions_number":4,"id":"action-2978","text":" Raging Stampede Two Actions Source Tian Xia Character Guide pg. 123 --- The yzobu Strides and then makes a horn Strike. If the Strike hits, the target is pushed 10 feet. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2978"},{"skill_mod":{},"summary":"After your foe has tried their best, you show everyone how it’s really done. Attempt a check using the same skill that triggered this reaction. The …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy attempts a skill check and doesn’t get a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2979","weakness":{},"name":"Upstage","actions_number":1,"id":"action-2979","text":" Upstage Reaction Source Player Core 2 pg. 194 Trigger An enemy attempts a skill check and doesn’t get a critical success --- After your foe has tried their best, you show everyone how it’s really done. Attempt a check using the same skill that triggered this reaction. The DC is typically the same as the check the enemy attempted, though the GM can adjust this as usual. Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn. Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2979"},{"skill_mod":{},"summary":"( downtime ) You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2980","weakness":{},"name":"Influence Rumor","id":"action-2980","text":" Influence Rumor Source Player Core 2 pg. 195 --- (downtime) You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The difficulty is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically is no lower than DC 15 for a small village, DC 20 for a town, DC 30 for a city, or DC 40 for a metropolis.","category":"action","rarity":"common","slug":"action-2980"},{"skill_mod":{},"summary":"You tap the hat and gain the effects of a 2nd-rank invisibility spell, which lasts for the spell's normal duration, until the hat is removed, or …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2981","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-2981","text":" Activate—Hat Trick Two Actions (manipulate) Effect You tap the hat and gain the effects of a 2nd-rank invisibility spell, which lasts for the spell's normal duration, until the hat is removed, or until the hat's normal duration runs out, whichever comes first. After the spell ends, the gamtu disappears.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2981"},{"skill_mod":{},"summary":"Destiny, fate, or some other force bends around you as your mythic power swells, manifesting in a flash of light or visible surge of energy emanating …","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You roll a skill check or saving throw and don’t like the result.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2983","weakness":{},"name":"Rewrite Fate","trait":["Fortune","Mythic","Uncommon"],"actions_number":0,"id":"action-2983","text":" Rewrite Fate Free Action Source War of Immortals pg. 78 Trigger You roll a skill check or saving throw and don’t like the result. --- Destiny, fate, or some other force bends around you as your mythic power swells, manifesting in a flash of light or visible surge of energy emanating from your body as you cast aside the chains of fate. You expend a Mythic Point and reroll the check or save with mythic proficiency, taking the new result.","category":"action","actions":"Free Action","rarity":"uncommon","slug":"action-2983"},{"skill_mod":{},"summary":"Spend a Mythic Point ; if the triggering Strike was made by a mythic creature, it’s a normal success instead. If it was made by a non-mythic …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"An enemy critically succeeds against you with a weapon or unarmed Strike ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2997","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2997","text":" Activate—Survive Devastation Reaction (concentrate) Trigger An enemy critically succeeds against you with a weapon or unarmed Strike; Effect Spend a Mythic Point; if the triggering Strike was made by a mythic creature, it’s a normal success instead. If it was made by a non-mythic creature, it’s a failure.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2997"},{"skill_mod":{},"summary":"Spend a Mythic Point ; if the triggering save was made due to an effect created by a mythic monster, hazard, or other effect, it’s a normal failure …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You critically fail a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2998","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2998","text":" Activate—Defy Obliteration Reaction (concentrate) Trigger You critically fail a saving throw; Effect Spend a Mythic Point; if the triggering save was made due to an effect created by a mythic monster, hazard, or other effect, it’s a normal failure instead. If the save was made due to an effect that wasn’t mythic, it becomes a success.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2998"},{"skill_mod":{},"summary":"Spend a Mythic Point and reroll your weapon damage dice, taking the higher of the two results.","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You roll the weapon damage dice for a Strike with this weapon and do not like the result","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2999","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-2999","text":" Activate—Unstoppable Devastation Reaction (concentrate) Trigger You roll the weapon damage dice for a Strike with this weapon and do not like the result; Effect Spend a Mythic Point and reroll your weapon damage dice, taking the higher of the two results.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2999"},{"skill_mod":{},"summary":"Spend a Mythic Point and reroll your attack roll with mythic proficiency, taking the higher of the two results.","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You roll an attack roll to Strike with this weapon and receive a critical failure","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3000","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3000","text":" Activate—Unerring Blow Reaction (concentrate) Trigger You roll an attack roll to Strike with this weapon and receive a critical failure; Effect Spend a Mythic Point and reroll your attack roll with mythic proficiency, taking the higher of the two results.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3000"},{"skill_mod":{},"summary":"Spend a Mythic Point ; beating the drum summons a spectral army to an area you designate within 500 feet. The army takes its Arrive action when you …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3001","frequency":"once every 20 years","weakness":{},"name":"(concentrate, incarnate, manipulate)","actions_number":6,"id":"action-3001","text":" Activate—Summon Dragon-Lotus Army Three Actions (concentrate, incarnate, manipulate) Frequency once every 20 years; Effect Spend a Mythic Point; beating the drum summons a spectral army to an area you designate within 500 feet. The army takes its Arrive action when you finish playing. At the end of your next turn, the army Strides up to 60 feet and then takes its Depart action. The Dragon-Lotus Army follows your orders and attempts to not harm you and your allies when possible. The spectral force isn’t fully a creature. It can’t take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic ). The army is Gargantuan, but it doesn’t block movement. Arrive (emotion, fear, mental, sonic) The Sound of Thunder The beating of the drum amplifies to become like the stomping of hundreds of booted feet. The Dragon-Lotus Army appears in perfect formation and gives a brief, staccato battle cry. All enemies in a 60-foot emanation around the army take 16d10 sonic damage (basic DC 48 Fortitude save); each creature who fails its save is also frightened 3 (frightened 4 on a critical failure). Depart Devastating Charge The army readies their motley collection of weapons and Strides forward up to 100 feet in a straight line. Each creature it moves through takes 20d8 bludgeoning, piercing, or slashing damage (whichever would be most harmful at the GM’s discretion) with a basic DC 48 Reflex save. A creature who critically fails its save is also knocked prone.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3001"},{"skill_mod":{},"summary":"Spend a Mythic Point ; you gain the effects of a 6th-rank telepathy spell but can use it only to communicate with Gargantuan animals and …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3002","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, primal)","actions_number":4,"id":"action-3002","text":" Activate—Commune with Kaiju Two Actions (concentrate, manipulate, primal) Frequency once per day; Effect Spend a Mythic Point; you gain the effects of a 6th-rank telepathy spell but can use it only to communicate with Gargantuan animals and beasts. Most kaiju are hostile toward you for wearing the Final Scalecloak, however, requiring great effort to calm them enough to have a conversation.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3002"},{"skill_mod":{},"summary":"Spend a Mythic Point ; a nimbus of crackling electricity surrounds you for 1 minute. You gain a +4 status bonus to AC against ranged projectiles …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3003","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate, primal)","actions_number":4,"id":"action-3003","text":" Activate—Embody the Storm Two Actions (concentrate, manipulate, primal) Frequency once per hour; Effect Spend a Mythic Point; a nimbus of crackling electricity surrounds you for 1 minute. You gain a +4 status bonus to AC against ranged projectiles that are at least partly made of metal. If a foe attempts to Strike you with an unarmed attack or melee attack with a weapon at least partly made of metal, that creature takes 3d10 electricity damage (basic DC 40 Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3003"},{"skill_mod":{},"summary":"Spend a Mythic Point ; Freedom’s Flame blazes with a rose-red light, creating a beacon of spiritual strength. Any creature within 120 feet that’s …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3004","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3004","text":" Activate—Break Free Two Actions (concentrate, manipulate) Effect Spend a Mythic Point; Freedom’s Flame blazes with a rose-red light, creating a beacon of spiritual strength. Any creature within 120 feet that’s currently under a compulsion or control effect can immediately attempt a new saving throw to break free of the effect, with a +3 status bonus.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3004"},{"skill_mod":{},"summary":"Spend a Mythic Point ; your blow is empowered by the righteousness of Milani . The target’s holy weakness is triggered again or, if the target …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"Your previous action was to use Freedom’s Flame to Strike a foe you have witnessed use a compulsion or control effect on an ally within the past hour","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3005","frequency":"once per day","weakness":{},"name":"(concentrate, divine)","actions_number":0,"id":"action-3005","text":" Activate—Holy Retribution Free Action (concentrate, divine) Frequency once per day; Trigger Your previous action was to use Freedom’s Flame to Strike a foe you have witnessed use a compulsion or control effect on an ally within the past hour; Effect Spend a Mythic Point; your blow is empowered by the righteousness of Milani. The target’s holy weakness is triggered again or, if the target doesn’t have a holy weakness, it takes 15 spirit damage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3005"},{"skill_mod":{},"summary":"You touch Shadowpiercer to a darkness or shadow effect to siphon its energy and bolster yourself. You gain a number of temporary Hit Points …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3006","frequency":"once per day","weakness":{},"name":"(concentrate, healing, manipulate, occult)","actions_number":4,"id":"action-3006","text":" Activate—Absorb Shadows Two Actions (concentrate, healing, manipulate, occult) Frequency once per day; Effect You touch Shadowpiercer to a darkness or shadow effect to siphon its energy and bolster yourself. You gain a number of temporary Hit Points equal to four times the effect’s counteract rank. These temporary Hit Points last for 1 hour. In addition, if the effect is causing darkness, that darkness is automatically counteracted within 15 feet of you for as long as you have those temporary Hit Points. This doesn’t provide light—it merely restores the area to its natural illumination level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3006"},{"skill_mod":{},"summary":"Spend a Mythic Point ; the spear drains your vitality to counteract the effect. You can attempt to counteract the effect (+46 modifier level, …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You or an ally within 60 feet is targeted by a darkness or shadow effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3007","frequency":"You don’t currently have the <%CONDITIONS%68%%>drained<%END> condition","weakness":{},"name":"(concentrate, occult)","actions_number":1,"id":"action-3007","text":" Activate—Rebuff Gloom Reaction (concentrate, occult) Frequency You don’t currently have the drained condition; Trigger You or an ally within 60 feet is targeted by a darkness or shadow effect; Effect Spend a Mythic Point; the spear drains your vitality to counteract the effect. You can attempt to counteract the effect (+46 modifier level, counteract rank 10). You can activate this effect without having a Mythic Point available but doing so makes you drained 2.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3007"},{"skill_mod":{},"summary":"After spending 2 days setting up the work (or 1 if you have the desired item’s formula) and supplying Worldforge with adequate raw materials (as …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the ability to make a Crafting check at mythic proficiency (such as that granted by the Artisan’s Calling)","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3008","weakness":{},"name":"(downtime, manipulate)","id":"action-3008","text":" Activate—Wondrous Forge (downtime, manipulate) Requirements You have the ability to make a Crafting check at mythic proficiency (such as that granted by the Artisan’s Calling); Effect After spending 2 days setting up the work (or 1 if you have the desired item’s formula) and supplying Worldforge with adequate raw materials (as determined by the GM), you attempt to Craft something upon it. The DC and final cost of the item is also determined by the GM. For each day you spend Crafting, you must expend a Mythic Point or your drained condition increases by 1; this condition can’t be reduced until you have finished Crafting the item or you abandon the project. Each day spent Crafting upon the Worldforge counts as 10 days of normal Crafting time. If the value of your drained condition reaches 4, you must attempt a DC 46 Fortitude save or die. If you fail this save or if you abandon the activity, what remains of your project shatters irrecoverably into a multitude of useless fragments.","category":"action","rarity":"common","slug":"action-3008"},{"skill_mod":{},"summary":"You can attempt to Escape with a +2 status bonus on your check, then Stride up to twice your Speed in a straight line, and finally make a melee …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3009","weakness":{},"name":"Break Free","trait":["Transcendence"],"actions_number":4,"id":"action-3009","text":" Break Free Two Actions Source War of Immortals pg. 43 --- You can attempt to Escape with a +2 status bonus on your check, then Stride up to twice your Speed in a straight line, and finally make a melee Strike. If you don’t need to Escape or you can’t move or choose not to, you still take the other actions listed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3009"},{"skill_mod":{},"summary":"Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with the barrow’s edge ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3010","weakness":{},"name":"Drink of my Foes","trait":["Healing","Transcendence","Vitality","Positive"],"actions_number":2,"id":"action-3010","text":" Drink of my Foes Single Action Source War of Immortals pg. 43 Requirements Your last action was a successful Strike with the barrow’s edge --- Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3010"},{"skill_mod":{},"summary":"Choose an enemy within 20 feet of you. It must succeed at a Will save against your class DC or be pulled directly toward you into a square adjacent …","primary_source":"War of Immortals","trait_group":["Mechanics","Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3011","weakness":{},"name":"Embrace of Destiny","trait":["Mental","Spirit","Transcendence"],"actions_number":2,"id":"action-3011","text":" Embrace of Destiny Single Action Source War of Immortals pg. 44 --- Choose an enemy within 20 feet of you. It must succeed at a Will save against your class DC or be pulled directly toward you into a square adjacent to you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3011"},{"skill_mod":{},"summary":"You focus your attention on a creature within 30 feet, overwhelming its senses. The creature must succeed at a Will save against your class DC or be …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific","Sense"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3012","weakness":{},"name":"Captivating Charm","trait":["Concentrate","Emotion","Mental","Transcendence","Visual"],"actions_number":4,"id":"action-3012","text":" Captivating Charm Two Actions Source War of Immortals pg. 44 --- You focus your attention on a creature within 30 feet, overwhelming its senses. The creature must succeed at a Will save against your class DC or be fascinated by you until the start of your next turn. The condition ends if you use a hostile action against the target, but not if you use a hostile action against its allies.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3012"},{"skill_mod":{},"summary":"You take in every movement around you, affording you unparalleled accuracy. Your next successful Strike against an enemy before the end of your …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3013","weakness":{},"name":"A Moment Unending","trait":["Concentrate","Prediction","Transcendence"],"actions_number":2,"id":"action-3013","text":" A Moment Unending Single Action Source War of Immortals pg. 44 --- You take in every movement around you, affording you unparalleled accuracy. Your next successful Strike against an enemy before the end of your next turn deals an additional 1d6 precision damage. This damage increases to 2d6 at 10th level and 3d6 at 18th level.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3013"},{"skill_mod":{},"summary":"Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn’t …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3014","weakness":{},"name":"Flowing Spirit Strike","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3014","text":" Flowing Spirit Strike Two Actions Source War of Immortals pg. 44 --- Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn’t have the agile trait, the second Strike takes a –2 penalty. If both attacks hit, you combine their damage, which is all dealt as spirit damage. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3014"},{"skill_mod":{},"summary":"You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3015","weakness":{},"name":"Feral Swing","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3015","text":" Feral Swing Two Actions Source War of Immortals pg. 44 --- You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with your hands of the wildling. You can choose to swing with abandon, which imposes a –2 circumstance bonus to enemies’ saving throws, but causes you to become off-guard until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3015"},{"skill_mod":{},"summary":"The horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3016","weakness":{},"name":"Feed the Masses","trait":["Transcendence"],"actions_number":2,"id":"action-3016","text":" Feed the Masses Single Action Source War of Immortals pg. 44 --- The horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and then Interact to drink it. Rather than nourishing yourself, the item’s effects are transferred to a willing ally within 60 feet, as if they had consumed it themself. If the consumable restores Hit Points, you can choose to divide the amount it restores between you and the ally freely (after rolling dice to determine the amount).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3016"},{"skill_mod":{},"summary":"You Raise the mirrored aegis , which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield …","primary_source":"War of Immortals","trait_group":["Energy","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3017","weakness":{},"name":"Raise the Walls","trait":["Force","Transcendence"],"actions_number":2,"id":"action-3017","text":" Raise the Walls Single Action Source War of Immortals pg. 45 --- You Raise the mirrored aegis , which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield formation. You and the ally gain a +1 status bonus to AC, Reflex saves, and any save against a force, spirit, vitality, or void effect for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3017"},{"skill_mod":{},"summary":"Time seems to lag as you blur across the battlefield, deciding the fate of many in a moment. Stride up to half your Speed and make another melee …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was a successful Strike with the mortal harvest ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3018","weakness":{},"name":"Reap the Field","trait":["Transcendence"],"actions_number":2,"id":"action-3018","text":" Reap the Field Single Action Source War of Immortals pg. 45 Requirements Your previous action was a successful Strike with the mortal harvest --- Time seems to lag as you blur across the battlefield, deciding the fate of many in a moment. Stride up to half your Speed and make another melee Strike with the mortal harvest against a different creature. This Strike uses the same multiple attack penalty as your previous Strike, but counts toward your multiple attack penalty as normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3018"},{"skill_mod":{},"summary":"You channel a rending pulse of energy down your weapon in the moment of contact. The target of the Strike takes spirit damage equal to the noble …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action this turn was a successful Strike with the noble branch ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3019","weakness":{},"name":"Strike, Breathe, Rend","trait":["Spirit","Transcendence"],"actions_number":2,"id":"action-3019","text":" Strike, Breathe, Rend Single Action Source War of Immortals pg. 45 Requirements Your last action this turn was a successful Strike with the noble branch --- You channel a rending pulse of energy down your weapon in the moment of contact. The target of the Strike takes spirit damage equal to the noble branch’s weapon damage dice. This includes any extra dice from striking runes, but not from special abilities, property runes, or the like.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3019"},{"skill_mod":{},"summary":"You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3020","weakness":{},"name":"Survive the Wilds","trait":["Aura","Manipulate","Transcendence"],"actions_number":2,"id":"action-3020","text":" Survive the Wilds Single Action Source War of Immortals pg. 45 --- You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending energies into itself. Until the start of your next turn, this shine creates an aura in a 15-foot emanation. You and all allies in the emanation gain a +2 circumstance bonus to AC and saving throws against effects with that trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3020"},{"skill_mod":{},"summary":"Your wounds knit shut with hardly a scratch. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8.","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3021","weakness":{},"name":"No Scar but This","trait":["Concentrate","Healing","Transcendence","Vitality","Positive"],"actions_number":2,"id":"action-3021","text":" No Scar but This Single Action Source War of Immortals pg. 45 --- Your wounds knit shut with hardly a scratch. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3021"},{"skill_mod":{},"summary":"The shadow weapon you threw fades, the distraction covering your true intention all along—a second strike in hidden in the blind spot of the first! …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was an unsuccessful Strike with the weapon from the shadow sheath ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3022","weakness":{},"name":"Liar’s Hidden Blade","trait":["Spirit","Transcendence"],"actions_number":2,"id":"action-3022","text":" Liar’s Hidden Blade Single Action Source War of Immortals pg. 45 Requirements Your previous action was an unsuccessful Strike with the weapon from the shadow sheath --- The shadow weapon you threw fades, the distraction covering your true intention all along—a second strike in hidden in the blind spot of the first! Interact to draw another weapon from the shadow sheath, then Strike with it at the same multiple attack penalty as the unsuccessful attack. The opponent is off-guard to this attack. This Strike counts toward your multiple attack penalty as normal. After the Strike resolves, you can Interact to draw another weapon from the shadow sheath .","category":"action","actions":"Single Action","rarity":"common","slug":"action-3022"},{"skill_mod":{},"summary":"Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3023","weakness":{},"name":"Crash against Me","trait":["Transcendence"],"actions_number":2,"id":"action-3023","text":" Crash against Me Single Action Source War of Immortals pg. 46 --- Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During this time, if a creature attacking you using a weapon dealing the same damage type as your resistance misses you or hits you but deals no damage due to your resistance, the weapon clangs wildly off your skin. This painful reverberation makes the attacking enemy off-guard and gives it a –2 circumstance penalty to attacks with that weapon until the start of the enemy’s next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3023"},{"skill_mod":{},"summary":"You move with a speed belying your strength, carrying your allies as easily as straw dolls. You Stride . At any point you are adjacent to a willing …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3024","weakness":{},"name":"Bear Allies’ Burdens","trait":["Transcendence"],"actions_number":4,"id":"action-3024","text":" Bear Allies’ Burdens Two Actions Source War of Immortals pg. 46 --- You move with a speed belying your strength, carrying your allies as easily as straw dolls. You Stride. At any point you are adjacent to a willing ally during the Stride, you can pick that ally up, and you can deposit them into a space adjacent to you at any other point during your movement. You ignore the ally’s Bulk while carrying them during your Stride. You can Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3024"},{"skill_mod":{},"summary":"You shoot the starshot , causing a detonation in a 5-foot burst within 60 feet. Each creature in the area must succeed at a basic Reflex save …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3025","weakness":{},"name":"Giant-Felling Comet","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3025","text":" Giant-Felling Comet Two Actions Source War of Immortals pg. 46 --- You shoot the starshot , causing a detonation in a 5-foot burst within 60 feet. Each creature in the area must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with the starshot. Creatures larger than you take a –2 circumstance penalty to their saving throws. This shot requires any ammunition that would normally be required for the weapon.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3025"},{"skill_mod":{},"summary":"Your feet carry you so quickly they leave a slipstream that speeds your allies on. You Stride . Each ally within 10 feet of you at the start of your …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3026","weakness":{},"name":"Marathon Dash","trait":["Transcendence"],"actions_number":2,"id":"action-3026","text":" Marathon Dash Single Action Source War of Immortals pg. 46 --- Your feet carry you so quickly they leave a slipstream that speeds your allies on. You Stride. Each ally within 10 feet of you at the start of your movement can Stride as a reaction.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3026"},{"skill_mod":{},"summary":"Your spirit is so dense it takes on tangible force. Make a melee Strike with the titan’s breaker . This counts as two attacks when calculating your …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3027","weakness":{},"name":"Fracture Mountains","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3027","text":" Fracture Mountains Two Actions Source War of Immortals pg. 46 --- Your spirit is so dense it takes on tangible force. Make a melee Strike with the titan’s breaker . This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your additional spirit damage from the ikon’s immanence increases to 4 plus an extra die of weapon damage. If you’re at least 10th level, it’s increased to 6 spirit damage and two extra dice, and if you’re at least 18th level, it’s increased to 8 spirit damage and three extra dice.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3027"},{"skill_mod":{},"summary":"You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was to Strike with the unfailing bow ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3028","weakness":{},"name":"Arrow Splits Arrow","trait":["Transcendence"],"actions_number":2,"id":"action-3028","text":" Arrow Splits Arrow Single Action Source War of Immortals pg. 47 Requirements Your previous action was to Strike with the unfailing bow --- You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3028"},{"skill_mod":{},"summary":"You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3029","weakness":{},"name":"One Moment till Glory","trait":["Concentrate","Emotion","Mental","Transcendence"],"actions_number":2,"id":"action-3029","text":" One Moment till Glory Single Action Source War of Immortals pg. 47 --- You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving throw with a +2 status bonus against one ongoing negative effect or condition currently affecting it that required a save. Use the result of the new save to determine the outcome of the effect, unless the new save would have a worse result than the original save, in which case nothing happens. Each ally can gain this benefit against a given effect only once.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3029"},{"skill_mod":{},"summary":"You shift your power, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, …","primary_source":"War of Immortals","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3030","weakness":{},"name":"Shift Immanence","trait":["Divine","Exemplar"],"actions_number":2,"id":"action-3030","text":" Shift Immanence Single Action Source War of Immortals pg. 25 --- You shift your power, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon's immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered. --- Special In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3030"},{"skill_mod":{},"summary":"You throw Gut-Ripper in a line of any length up to 60 feet, then it returns to your hands. Each creature in the line takes 2d10 piercing damage …","primary_source":"War of Immortals","cost":"1 Mythic Point","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3031","weakness":{},"name":"Rip Guts! Rip Guts!","actions_number":4,"id":"action-3031","text":" Activate Two Actions Rip Guts! Rip Guts!; Cost 1 Mythic Point; Effect You throw Gut-Ripper in a line of any length up to 60 feet, then it returns to your hands. Each creature in the line takes 2d10 piercing damage with a DC 25 basic Fortitude save. If there's a creature at the end of the line, you instead make a melee Strike against it with the hook that deals an additional 2d10 persistent bleed damage. Each time a creature takes this bleed damage, you regain that many HP; this is a healing vitality effect. This activation can't be used again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3031"},{"skill_mod":{},"summary":"For the next 10 minutes, smoke gathers around you buoying your steps and protecting you. For the duration of this effect, you gain a fly Speed equal …","primary_source":"War of Immortals","cost":"1 Mythic Point","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3032","frequency":"once per day","weakness":{},"name":"(<%TRAITS%561%%>concentrate<%END>, <%TRAITS%645%%>manipulate<%END>, <%TRAITS%676%%>primal<%END>)","actions_number":4,"id":"action-3032","text":" Activate—Smoky Protections Two Actions (concentrate, manipulate, primal) Cost 1 Mythic Point; Frequency once per day; Effect For the next 10 minutes, smoke gathers around you buoying your steps and protecting you. For the duration of this effect, you gain a fly Speed equal to your land Speed and automatically hover in place, and you have concealment from ranged attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3032"},{"skill_mod":{},"summary":"When flipped, the coin disintegrates into a glittery mist. You learn and memorize one random fact about a specific type of Lore (such as …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3042","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(manipulate)","actions_number":2,"id":"action-3042","text":" Activate—Flip a Coin Single Action (manipulate) Effect When flipped, the coin disintegrates into a glittery mist. You learn and memorize one random fact about a specific type of Lore (such as Architecture Lore, Elf Lore, Astral Plane Lore) that you didn't previously know, chosen by the GM. The next time you attempt a check to Recall Knowledge on this type of Lore within the next year, you gain a +1 status bonus on the check. You can benefit from only one echo token at a time in this way; if you Flip another echo token, the Lore skill changes. However, the memorized fact will remain perfectly in your memory forever unless magically altered or removed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3042"},{"skill_mod":{},"summary":"You mentally impart the book’s knowledge to your ally, giving them the benefit of the mnemonic feather .","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"An ally within 30 feet attempts a Recall Knowledge check involving the topic in the mnemonic feather’s book","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3043","frequency":"once per day","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(auditory, concentrate, mental)","actions_number":1,"id":"action-3043","text":" Activate—Recite Mnemonic Reaction (auditory, concentrate, mental) Frequency once per day; Trigger An ally within 30 feet attempts a Recall Knowledge check involving the topic in the mnemonic feather’s book; Effect You mentally impart the book’s knowledge to your ally, giving them the benefit of the mnemonic feather .","category":"action","actions":"Reaction","rarity":"common","slug":"action-3043"},{"skill_mod":{},"summary":"You lightly squeeze the stone and the fake blood pack dramatically bursts. The creature wearing the fake blood pack gains the benefits of a punctured …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The blood pack squib must be within 20 feet of its associated fake blood pack","source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3044","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(manipulate)","actions_number":2,"id":"action-3044","text":" Activate—Burst Pack Single Action (manipulate) Requirements The blood pack squib must be within 20 feet of its associated fake blood pack; Effect You lightly squeeze the stone and the fake blood pack dramatically bursts. The creature wearing the fake blood pack gains the benefits of a punctured fake blood pack. A single creature adjacent to the creature wearing the fake blood pack must succeed at a DC 16 Reflex save or be splattered with the fake blood, becoming dazzled until the end of their next turn. You can also activate the blood pack squib as a reaction when the fake blood pack is punctured normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3044"},{"skill_mod":{},"summary":"You unfold the illusory backdrop , placing it on the edge of three contiguous 5-foot squares in a straight line. The illusion then emanates in a …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3045","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"1 minute (manipulate)","id":"action-3045","text":" Activate—Set the Scene 1 minute (manipulate) Effect You unfold the illusory backdrop , placing it on the edge of three contiguous 5-foot squares in a straight line. The illusion then emanates in a 15-foot cone from the center of the line, facing straight away from the panel. The illusion contains a scene that includes up to 5 discrete objects (usually foliage or pieces of furniture). The scene is static and lasts for 1 hour, though that duration restarts if the backdrop is refolded and then unfolded again. The appearance of the illusion is determined when the illusory backdrop is crafted and can’t be changed.","category":"action","rarity":"common","slug":"action-3045"},{"skill_mod":{},"summary":"The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3046","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(light, manipulate)","actions_number":2,"id":"action-3046","text":" Activate—Light It Up Single Action (light, manipulate) Frequency once per hour; Effect The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the inspiring spotlight attempts to counteract the darkness with a +17 modifier. Creatures within the burst gain a +1 item bonus to saving throws and Charisma-based skill checks. The spotlight remains lit for 1 minute or until you Interact to turn it off. During this time any creature adjacent to the spotlight can move the burst up to 20 feet from the burst’s original position with an Interact action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3046"},{"skill_mod":{},"summary":"You click the toes of your talented tap shoes on the ground, and for the next minute, whenever you succeed or critically succeed at a Reflex save …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3047","frequency":"once per day","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(manipulate)","actions_number":2,"id":"action-3047","text":" Activate—Strut Your Stuff Single Action (manipulate) Frequency once per day; Effect You click the toes of your talented tap shoes on the ground, and for the next minute, whenever you succeed or critically succeed at a Reflex save to avoid a damaging effect, you can Stride half your Speed as a reaction. However, during this time, you take a –2 item penalty to Stealth checks to Sneak.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3047"},{"skill_mod":{},"summary":"The platform and all creatures and items on the platform either rise or lower up to 10 feet. This action fails if there is more than 50 Bulk on the …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3048","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(manipulate)","actions_number":2,"id":"action-3048","text":" Activate—Adjust Height Single Action (manipulate) Effect The platform and all creatures and items on the platform either rise or lower up to 10 feet. This action fails if there is more than 50 Bulk on the platform.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3048"},{"skill_mod":{},"summary":"You attempt to Make an Impression or Request, using a Performance check instead of a Diplomacy check.","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"The perfect anecdote or story to impress your interlocutor comes floating to your memory.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3049","frequency":"once per day","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(concentrate)","actions_number":0,"id":"action-3049","text":" Activate—Enamoring Story Free Action (concentrate) Frequency once per day; Trigger The perfect anecdote or story to impress your interlocutor comes floating to your memory.; Effect You attempt to Make an Impression or Request, using a Performance check instead of a Diplomacy check.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3049"},{"skill_mod":{},"summary":"The oathlamp of accord sheds light without consuming fuel until the promise you made is broken or fulfilled. The GM adjudicates whether a spoken …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"You make a promise in good faith","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3050","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(light, mental)","actions_number":1,"id":"action-3050","text":" Activate—Annouce Oath Reaction (light, mental) Trigger You make a promise in good faith; Effect The oathlamp of accord sheds light without consuming fuel until the promise you made is broken or fulfilled. The GM adjudicates whether a spoken promise is broken or fulfilled. This light and the shutters to conceal it work as normal for a hooded lantern. Any creature in the light of the oathlamp becomes aware of the contents of the oath, along with who made it and how long ago.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3050"},{"skill_mod":{},"summary":"You magically hurl the pie at a creature within 30 feet. Unless the target succeeds at a DC 15 Reflex save, they're splattered with a harmless but …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3051","frequency":"once per minute","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(manipulate)","actions_number":2,"id":"action-3051","text":" Activate—Project Pastry Single Action (manipulate) Frequency once per minute; Effect You magically hurl the pie at a creature within 30 feet. Unless the target succeeds at a DC 15 Reflex save, they're splattered with a harmless but tasty mess, which remains until it is wiped away with an Interact action or is otherwise cleaned off (like if the target is submerged in water). After a minute, the mess disappears, and the pieplate refills with another kind of pie.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3051"},{"skill_mod":{},"summary":"Stony tentacles burst out of your body, lashing at foes. Creatures in a 10-foot emanation take 6d6 bludgeoning damage and 2d6 mental damage (DC 25 …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3052","frequency":"once per day","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(concentrate, mental, morph, occult, unholy)","actions_number":4,"id":"action-3052","text":" Activate—Gongorinan's Emergence Two Actions (concentrate, mental, morph, occult, unholy) Frequency once per day; Effect Stony tentacles burst out of your body, lashing at foes. Creatures in a 10-foot emanation take 6d6 bludgeoning damage and 2d6 mental damage (DC 25 basic Fortitude save); on a failure, the creature also becomes sickened 1 (sickened 2 on a critical failure) as parts of their anatomy temporarily warp into animal features. When a creature recovers from the sickened condition, its features revert to normal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3052"},{"skill_mod":{},"summary":"You plant the toadstool in the ground, allowing it to connect to all living fungi and plant matter within 120 feet of its planting. For 8 hours, any …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3053","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"10 minutes (concentrate, light, manipulate)","id":"action-3053","text":" Activate—Ward Area 10 minutes (concentrate, light, manipulate) Effect You plant the toadstool in the ground, allowing it to connect to all living fungi and plant matter within 120 feet of its planting. For 8 hours, any corporeal creature that touches the affected matter even accidentally begins to glow with bright magical light in a 10-foot emanation, which persists as long as they remain within 120 feet of the planted mushroom. A creature can move through an area containing affected fungi and plant matter without touching it by treating the area as difficult terrain and succeeding at a DC 18 Acrobatics check.","category":"action","rarity":"common","slug":"action-3053"},{"skill_mod":{},"summary":"You learn the direction of the yang na tree that gave the blossom used in creating your tattoo. Most such trees are in Tang Mai, far to the west of …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3054","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(concentrate, detection)","actions_number":2,"id":"action-3054","text":" Activate—Second Blessing Single Action (concentrate, detection) Effect You learn the direction of the yang na tree that gave the blossom used in creating your tattoo. Most such trees are in Tang Mai, far to the west of the Inner Sea.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3054"},{"skill_mod":{},"summary":"You gain resistance 3 against that spirit damage.","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"You take spirit damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3055","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(concentrate)","actions_number":1,"id":"action-3055","text":" Activate—Third Blessing Reaction (concentrate) Trigger You take spirit damage; Effect You gain resistance 3 against that spirit damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3055"},{"skill_mod":{},"primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"You Stride","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3056","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(concentrate)","actions_number":0,"id":"action-3056","text":" Activate Free Action (concentrate) Trigger You Stride; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3056"},{"skill_mod":{},"primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have a free hand","source":["Rival Academies"],"trigger":"A creature within 60 feet casts a summon spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3057","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"(concentrate, manipulate)","actions_number":1,"id":"action-3057","text":" Activate Reaction (concentrate, manipulate) Trigger A creature within 60 feet casts a summon spell; Requirements You have a free hand; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3057"},{"skill_mod":{},"summary":"( auditory , concentrate , divine , linguistic , mental ) You share a story of your travels with a creature within 30 feet. You gain the blessing …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3058","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Offer Story","actions_number":2,"id":"action-3058","text":" Activate Single Action Offer Story; Effect (auditory, concentrate, divine, linguistic, mental) You share a story of your travels with a creature within 30 feet. You gain the blessing of Isthralei as a +1 status bonus to AC and Will saves until the end of your next turn. On their next turn, the creature you shared a story with can take a single action, which has the auditory, concentrate, linguistic, and mental traits, to respond with their own story to gain the same benefits until the end of the following turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3058"},{"skill_mod":{},"summary":"( concentrate , fortune ) You call upon the occult energies powering your pact to help you fulfill your promise. Roll twice on the triggering check …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"You attempt a skill check directly related to the conditions of the pact","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3059","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Entreat Pact","actions_number":0,"id":"action-3059","text":" Activate Free Action Entreat Pact; Frequency once per hour; Trigger You attempt a skill check directly related to the conditions of the pact; Effect (concentrate, fortune) You call upon the occult energies powering your pact to help you fulfill your promise. Roll twice on the triggering check and take the better result.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3059"},{"skill_mod":{},"summary":"( concentrate , primal , teleportation You jump through the First World for a brief second, teleporting up 60 feet away to an empty space you can …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3060","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Fey Jump","actions_number":2,"id":"action-3060","text":" Activate Single Action Fey Jump; Frequency once per hour; Effect (concentrate, primal, teleportation You jump through the First World for a brief second, teleporting up 60 feet away to an empty space you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the action is lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3060"},{"skill_mod":{},"summary":"( concentrate ) You force a temporary pact on both yourself and another creature you can see within 60 feet. Choose attack, move, manipulate, or …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3061","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Forced Pact","actions_number":2,"id":"action-3061","text":" Activate Single Action Forced Pact; Frequency once per hour; Effect (concentrate) You force a temporary pact on both yourself and another creature you can see within 60 feet. Choose attack, move, manipulate, or concentrate. The target must attempt a Will saving throw. Success The target is unaffected. Failure If you or the target uses an action with the chosen trait within the next minute, they take 10d6 mental damage, and this pact ends for both of you. Critical Failure As failure, except your target takes the damage if either of you uses an action with the chosen trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3061"},{"skill_mod":{},"summary":"You cast enfeeble .","primary_source":"NPC Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3062","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-3062","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast enfeeble .","category":"action","rarity":"common","slug":"action-3062"},{"skill_mod":{},"summary":"The mirror casts a DC 28 scrying spell for the benefit of the creature activating it. The target must be within the owner's domain (typically …","primary_source":"NPC Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3063","weakness":{},"name":"10 minutes (concentrate, occult)","id":"action-3063","text":" Activate—Peer Beyond 10 minutes (concentrate, occult) Effect The mirror casts a DC 28 scrying spell for the benefit of the creature activating it. The target must be within the owner's domain (typically within 20 miles of the mirror). The viewer's familiarity with the target doesn't affect the spell's DC. ","category":"action","rarity":"common","slug":"action-3063"},{"skill_mod":{},"summary":"The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's …","primary_source":"NPC Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3064","weakness":{},"name":"10 minutes (concentrate, manipulate, occult)","id":"action-3064","text":" Activate—Mirror Mimicry 10 minutes (concentrate, manipulate, occult) Effect The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's abilities. This has the effects of a 3rd-rank illusory disguise spell with a duration of 4 hours. The activation can also be Dismissed. In addition, the disguised creature can automatically create illusions to mimic the abilities of the subject, with the appearance of spells, abilities, or even impressive physical deeds. These deeds are entirely illusory and can be disbelieved with a successful DC 28 Perception check. If an illusion makes it appear as though the creature moved farther or differently than they actually can (such as making them fly or teleport), the actual creature turns invisible, and their illusory image persists until the end of the creature's next turn. If the creature and their illusory self aren't in the same space at that point, the activation ends, revealing the deception.","category":"action","rarity":"common","slug":"action-3064"},{"skill_mod":{},"summary":"You consume the blood lingering upon your weapon. You reduce the value of your drained condition by 1, gain temporary Hit Points equal to your …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful piercing or slashing melee Strike against a creature that is not immune to bleed","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3065","weakness":{},"name":"Harvest Blood","actions_number":2,"id":"action-3065","text":" Harvest Blood Single Action Source War of Immortals pg. 60 Requirements Your last action was a successful piercing or slashing melee Strike against a creature that is not immune to bleed --- You consume the blood lingering upon your weapon. You reduce the value of your drained condition by 1, gain temporary Hit Points equal to your Constitution modifier, and gain a +1 circumstance bonus to saving throws against that creature's spells for 1 minute, or until you Harvest Blood from another creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3065"},{"skill_mod":{},"summary":"You cast haste targeting yourself. In addition to the effects of the spell, visible primal energy surges over the armor for the duration. This …","primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3068","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"command, envision","actions_number":4,"id":"action-3068","text":" Activate—command, envision Two Actions command, envision Frequency once per day; Effect You cast haste targeting yourself. In addition to the effects of the spell, visible primal energy surges over the armor for the duration. This has no mechanical impact.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3068"},{"skill_mod":{},"summary":"The weapon’s etchings pulse with green energy, as it tears through bark, leaf, and wood. The clear cutter’s axe deals an additional 1d10 persistent …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"trigger":"You critically succeed at a Strike against a plant ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3069","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":1,"id":"action-3069","text":" Activate—Slash and Burn Reaction (manipulate) Trigger You critically succeed at a Strike against a plant; Effect The weapon’s etchings pulse with green energy, as it tears through bark, leaf, and wood. The clear cutter’s axe deals an additional 1d10 persistent fire damage to the plant.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3069"},{"skill_mod":{},"summary":"You hurl the axe horizontally, sending it flying through the air in a wild, whirling cyclone. The axe flies in a 30-foot emanation around you, …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3070","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":4,"id":"action-3070","text":" Activate—Mow Down Two Actions (manipulate) Frequency once per day; Effect You hurl the axe horizontally, sending it flying through the air in a wild, whirling cyclone. The axe flies in a 30-foot emanation around you, eliminating all non-magical undergrowth and any resulting difficult terrain, cover, and concealment in area. It attempts to counteract one magical effect that affects a plant in the area (counteract +20). Plant creatures in the area take 5d6 slashing damage (DC 25 basic Reflex save). As the axe finishes its circuit, it returns to your hand.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3070"},{"skill_mod":{},"summary":"The scenes depicted on your armor shift and change, making room to accommodate your current heroic feats. You cast heroism on yourself.","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3071","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(concentrate)","actions_number":2,"id":"action-3071","text":" Activate—Personal Legend Single Action (concentrate) Frequency once per day; Effect The scenes depicted on your armor shift and change, making room to accommodate your current heroic feats. You cast heroism on yourself.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3071"},{"skill_mod":{},"summary":"You tap the lance’s tip against an object, causing that object to shed light like a torch for 1 hour.","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3072","frequency":"once per hour","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(divine, light, manipulate)","actions_number":2,"id":"action-3072","text":" Activate—Banish Darkness Single Action (divine, light, manipulate) Frequency once per hour; Effect You tap the lance’s tip against an object, causing that object to shed light like a torch for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3072"},{"skill_mod":{},"summary":"With a bold proclamation, you thrust the lance forward, firing a beam of brilliant, scouring light in a 120-foot line . Creatures in the area take …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3073","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(divine, light, manipulate)","actions_number":4,"id":"action-3073","text":" Activate—Sun Cutting Scales Two Actions (divine, light, manipulate) Frequency once per day; Effect With a bold proclamation, you thrust the lance forward, firing a beam of brilliant, scouring light in a 120-foot line. Creatures in the area take 6d8 spirit damage, or 6d12 spirit damage if they’re a dragon (DC 28 basic Reflex save). Creatures that critically fail are also blinded for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3073"},{"skill_mod":{},"primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You’re trained in Survival.","source":["Pathfinder #202: Severed at the Root"],"trigger":"You would roll a Survival check to Sense Direction or Track but haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3074","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(concentrate, fortune)","actions_number":0,"id":"action-3074","text":" Activate Free Action (concentrate, fortune) Trigger You would roll a Survival check to Sense Direction or Track but haven’t rolled yet; Requirements You’re trained in Survival.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3074"},{"skill_mod":{},"primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You’re trained in Nature.","source":["Pathfinder #202: Severed at the Root"],"trigger":"You attempt a Nature check to Recall Knowledge but haven’t rolled","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3075","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(concentrate)","actions_number":0,"id":"action-3075","text":" Activate Free Action (concentrate) Trigger You attempt a Nature check to Recall Knowledge but haven’t rolled; Requirements You’re trained in Nature.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3075"},{"skill_mod":{},"summary":"You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3076","frequency":"once per day plus overcharge","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3076","text":" Activate Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration.","category":"action","rarity":"common","slug":"action-3076"},{"skill_mod":{},"summary":"You hold out the shield as the roots untangle themselves and launch forward, dealing 9d6 void damage to all creatures in a 60-foot line (DC 25 …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3077","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":2,"id":"action-3077","text":" Activate—Thirsty Roots Single Action (manipulate) Frequency once per day; Effect You hold out the shield as the roots untangle themselves and launch forward, dealing 9d6 void damage to all creatures in a 60-foot line (DC 25 basic Reflex save). On a failed save, a creature takes an additional 5 persistent bleed damage. The shield regains a number of Hit Points equal to half the void damage dealt.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3077"},{"skill_mod":{},"summary":"You cast gouging claw .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3078","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3078","text":" Activate Cast a Spell; Effect You cast gouging claw .","category":"action","rarity":"common","slug":"action-3078"},{"skill_mod":{},"summary":"You cast enlarge .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3079","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3079","text":" Activate Cast a Spell; Frequency once per day; Effect You cast enlarge .","category":"action","rarity":"common","slug":"action-3079"},{"skill_mod":{},"summary":"You cast cursed metamorphosis .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3080","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3080","text":" Activate Cast a Spell; Frequency once per day; Effect You cast cursed metamorphosis .","category":"action","rarity":"common","slug":"action-3080"},{"skill_mod":{},"summary":"You cast plant form .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3081","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3081","text":" Activate Cast a Spell; Frequency once per day; Effect You cast plant form .","category":"action","rarity":"common","slug":"action-3081"},{"skill_mod":{},"summary":"You plunge the Cythbikian staff into the earth, causing a vast fungal network to spread out from the staff, coating the ground, plants, structures, …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3082","frequency":"once per week","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(fungus, manipulate)","actions_number":6,"id":"action-3082","text":" Activate—Rule by Roots Three Actions (fungus, manipulate) Frequency once per week; Effect You plunge the Cythbikian staff into the earth, causing a vast fungal network to spread out from the staff, coating the ground, plants, structures, and all creatures in a 100- foot emanation (DC 34 Reflex avoids) until the staff is removed or 24 hours have passed. Non-magical plants in the area die. A creature covered by these fungal growths is grabbed and controlled, physically, by the fungus, as it moves them around like a living puppet. At the beginning of a grabbed creature’s turn, they can attempt to Escape (DC 34). On a failure, the fungus forces them to spend all of their remaining actions moving toward and attacking the nearest creature in the area using melee Strikes with any weapon at their disposal. The fungal growths pay no mind to how the bodies under their control operate, and grabbed creatures are twisted, bent, and contorted in ways that harm their body. Each round, at the end of a grabbed creature’s turn, they take 8d6 bludgeoning damage from this painful manipulation (DC 34 basic Fortitude save). A creature that successfully Escapes or is physically removed from the area is no longer grabbed or controlled. When the Cythbikian staff is removed from the ground, or after 24 hours have passed, the mold dies and this effect ends. Over the course of a week, the mold decays and fertilizes the soil, providing valuable nutrients to the soil and preparing the region for new plant growth.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3082"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Cantrip timber 1st wall of shrubs , wooden fists …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3083","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3083","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip timber 1st wall of shrubs , wooden fists 2nd oaken resilience , splinter volley 3rd sudden blight , wall of thorns 4th murderous vine , fungal infestation 5th life-draining roots , plant form 6th lignify , tangling creepers ","category":"action","rarity":"common","slug":"action-3083"},{"skill_mod":{},"summary":"You conjure a shard of Nirvana in a 30 foot emanation , temporarily altering the landscape into an soothing meadow for 1 minute. Creatures in the …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3084","frequency":"once per hour","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":4,"id":"action-3084","text":" Activate—Sanctum Two Actions (manipulate) Frequency once per hour; Effect You conjure a shard of Nirvana in a 30 foot emanation, temporarily altering the landscape into an soothing meadow for 1 minute. Creatures in the area gain a +1 item bonus to Will saves and Wisdom-based skill checks, and have fast healing 2. A creature in the area that attempts to take a hostile action must succeed at a DC 28 Will save or the hostile action is prevented and the actions they would’ve spent are wasted.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3084"},{"skill_mod":{},"summary":"You command the shadows to do your bidding, forming a path, a ramp, a wall, or stairs. The passage charm casts 5th-rank wall of stone , except …","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You’re in an area that’s dark or dim light ","source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3085","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":6,"id":"action-3085","text":" Activate—Shape the Shadows Three Actions (manipulate) Frequency once per day; Requirements You’re in an area that’s dark or dim light; Effect You command the shadows to do your bidding, forming a path, a ramp, a wall, or stairs. The passage charm casts 5th-rank wall of stone , except the spell loses the earth trait, gains the shadow trait, and has a duration of 24 hours, and the wall is created from solid shadows, rather than stone. If any section of the wall is exposed to bright light, that portion of the wall has its Hardness temporarily reduced by half (to Hardness 7).","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3085"},{"skill_mod":{},"summary":"You cast puff of poison . ","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3086","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3086","text":" Activate Cast a Spell; Effect You cast puff of poison . ","category":"action","rarity":"common","slug":"action-3086"},{"skill_mod":{},"summary":"You cast 3rd-rank noxious vapors . ","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3087","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3087","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank noxious vapors . ","category":"action","rarity":"common","slug":"action-3087"},{"skill_mod":{},"summary":"You cast petal storm .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3088","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3088","text":" Activate Cast a Spell; Frequency once per day; Effect You cast petal storm .","category":"action","rarity":"common","slug":"action-3088"},{"skill_mod":{},"summary":"You cast 4th-rank wall of thorns .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3089","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3089","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns .","category":"action","rarity":"common","slug":"action-3089"},{"skill_mod":{},"summary":"You cast stabilize .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3090","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3090","text":" Activate Cast a Spell; Effect You cast stabilize .","category":"action","rarity":"common","slug":"action-3090"},{"skill_mod":{},"summary":"You cast 3rd-rank heal .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3091","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3091","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank heal .","category":"action","rarity":"common","slug":"action-3091"},{"skill_mod":{},"summary":"You cast 4th-rank sound body .","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3092","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3092","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank sound body .","category":"action","rarity":"common","slug":"action-3092"},{"skill_mod":{},"summary":"You cast healing well . ","primary_source":"Pathfinder #202: Severed at the Root","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3093","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3093","text":" Activate Cast a Spell; Frequency once per day; Effect You cast healing well . ","category":"action","rarity":"common","slug":"action-3093"},{"skill_mod":{},"primary_source":"Pathfinder #203 Shepherd of Decay","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3094","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":2,"id":"action-3094","text":" Activate Single Action (manipulate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3094"},{"skill_mod":{},"primary_source":"Pathfinder #203 Shepherd of Decay","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3095","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":4,"id":"action-3095","text":" Activate Two Actions (manipulate) ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3095"},{"skill_mod":{},"summary":"You unfold the triangle on near-invisible seams and the bird animates, flying up to perch in a tree you designate within 300 feet of you. The bird’s …","primary_source":"Pathfinder #203 Shepherd of Decay","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3096","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"1 minute (concentrate, manipulate)","id":"action-3096","text":" Activate—Unfold 1 minute (concentrate, manipulate) Frequency once per day; Effect You unfold the triangle on near-invisible seams and the bird animates, flying up to perch in a tree you designate within 300 feet of you. The bird’s perch can be as high as 200 feet off the ground or the top of the trees, whichever is lower. The bird then alights, expands, and reshapes into an elegantly crafted tree house over the course of 10 minutes. Unlike typical items with the structure trait, this tree house attaches to the tree instead of needing to be on solid ground. Once the tree house is in place, a ladder made of intricately woven vines attached to the tree house unfurls all the way to the ground. It can be manually pulled up by inhabitants of the tree house for safety. The tree house has a small veranda, circular windows, a door with a simple lock, and six bedrolls inside. Atop a small cushion sits a wooden whistle. As an action, you can blow the whistle to create a soft bird call. At this signal, the tree house gradually folds back into a bird over the course of 1 minute, gently ejecting any occupants toward the ladder. Afterward, the bird flies to you, seizes the whistle, and then folds back into the wooden triangle. Unless commanded to dismantle, the tree house stays in place indefinitely, though it’s subject to normal wear and damage.","category":"action","rarity":"common","slug":"action-3096"},{"skill_mod":{},"summary":"Make a Strike with the morningstar that deals an extra die of weapon damage. If you make this Strike against a fungus , plant , or creature with …","primary_source":"Pathfinder #203 Shepherd of Decay","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3097","frequency":"once per minute","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":4,"id":"action-3097","text":" Activate—Splintering Strike Two Actions (manipulate) Frequency once per minute; Effect Make a Strike with the morningstar that deals an extra die of weapon damage. If you make this Strike against a fungus, plant, or creature with the wood trait, the Strike ignores 10 points of the target’s resistances to bludgeoning and piercing damage, if any. By damaging such a creature, the morningstar causes the target’s flesh to explode in a shower of splinters that affect a 30-foot cone originating from the target’s space, dealing 8d6 piercing damage to creatures in the area (DC 30 basic Reflex save). You and the target are unaffected by these splinters.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3097"},{"skill_mod":{},"summary":"You channel some of the toxic energy into Boughshatter , granting the weapon the effects of either a decaying weapon rune , grievous weapon rune, …","primary_source":"Pathfinder #203 Shepherd of Decay","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #203 Shepherd of Decay"],"trigger":"You take poison or void damage;","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3098","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(concentrate)","actions_number":1,"id":"action-3098","text":" Activate—Absorb Corruption Reaction (concentrate) Frequency once per day; Trigger You take poison or void damage;; Effect You channel some of the toxic energy into Boughshatter , granting the weapon the effects of either a decaying weapon rune , grievous weapon rune, or wounding weapon rune for 1 minute. While under this effect, the morningstar glows with dim green light in a 20-foot radius.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3098"},{"skill_mod":{},"summary":"You make yourself visible and apparent to a creature you can see that’s within 30 feet. The scene stealer’s tunic transforms into something …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3099","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate, illusion, mental, visual)","actions_number":4,"id":"action-3099","text":" Activate—Look At Me! Two Actions (concentrate, illusion, mental, visual) Frequency once per hour; Effect You make yourself visible and apparent to a creature you can see that’s within 30 feet. The scene stealer’s tunic transforms into something incredibly gaudy, distracting, or otherwise compelling to the target creature, who must attempt a DC 30 Will save. Critical Success The target is unaffected. Success The target is distracted by you and keeps looking your way. They take a –1 status penalty to Perception checks against everything but you, a –1 status penalty to all saving throws against your visual effects, and gain a +2 status bonus to all saving throws against visual effects created by anyone else; these penalties and bonus last for 1 minute. Failure As success, but the target is also off‑guard to everyone other than you as long as you remain visible. Critical Failure As failure, but the target also becomes slowed 1 as they spend extra time on their turn admiring, glowering, or otherwise being distracted by you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3099"},{"skill_mod":{},"primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3100","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"1 minute (concentrate, manipulate)","id":"action-3100","text":" Activate 1 minute (concentrate, manipulate) ","category":"action","rarity":"common","slug":"action-3100"},{"skill_mod":{},"summary":"You quickly fire a retort back at the triggering creature, mocking its failed attempt in a way that makes it laugh at its own ineptitude; you cast …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"trigger":"A creature within 30 feet of you attempts and fails to Demoralize you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3101","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(auditory, emotion, linguistic, manipulate, mental)","actions_number":1,"id":"action-3101","text":" Activate—Heckle the Heckler Reaction (auditory, emotion, linguistic, manipulate, mental) Frequency once per hour; Trigger A creature within 30 feet of you attempts and fails to Demoralize you; Effect You quickly fire a retort back at the triggering creature, mocking its failed attempt in a way that makes it laugh at its own ineptitude; you cast laughing fit (DC 30 Will save) on the triggering creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3101"},{"skill_mod":{},"summary":"You direct a quick bit of insulting mockery at a creature who can understand you that’s within earshot. If your next action is to cast a mental …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3102","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(auditory, linguistic, spellshape)","actions_number":2,"id":"action-3102","text":" Activate—Mocking Spell Single Action (auditory, linguistic, spellshape) Frequency once per day; Effect You direct a quick bit of insulting mockery at a creature who can understand you that’s within earshot. If your next action is to cast a mental spell that targets only that creature, that creature takes a –1 item penalty to any saving throw against the spell and, regardless of the result of the saving throw, becomes off-guard until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3102"},{"skill_mod":{},"summary":"You raise the spectacles to regard a target creature through them; the target must be within 60 feet. You immediately gain the ability to speak and …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3103","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate)","actions_number":2,"id":"action-3103","text":" Activate—Reveal the Truth Single Action (manipulate) Frequency once per day; Effect You raise the spectacles to regard a target creature through them; the target must be within 60 feet. You immediately gain the ability to speak and understand the language the target creature is currently speaking, or its native language if it’s not currently talking, for 24 hours. During this time, you can Interact with the spectacles of discernment to flip down a pair of supplementary lenses. When you do so, if you’re observing the creature you originally targeted, roll a secret counteract check with a counteract modifier of +23 against any illusion, morph, or polymorph effect affecting the target, but only for the purpose of determining whether you see through the disguise or not.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3103"},{"skill_mod":{},"summary":"You make adjustments to the crooner’s cravat , transforming it into any type of stylish chosen neckwear; as you do so, you cast a 1st‑rank …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3104","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(illusion, manipulate, visual)","actions_number":4,"id":"action-3104","text":" Activate—Adjust Cravat Two Actions (illusion, manipulate, visual) Frequency once per hour; Effect You make adjustments to the crooner’s cravat , transforming it into any type of stylish chosen neckwear; as you do so, you cast a 1st‑rank illusory disguise on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3104"},{"skill_mod":{},"summary":"You pour emotion into your vocal performance, projecting an empathetic bond that fascinates listeners. You cast enthrall (DC 30 Will save). When …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3105","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(auditory, emotion, linguistic)","actions_number":4,"id":"action-3105","text":" Activate—Influential Croon Two Actions (auditory, emotion, linguistic) Frequency once per hour; Effect You pour emotion into your vocal performance, projecting an empathetic bond that fascinates listeners. You cast enthrall (DC 30 Will save). When you first activate Influential Croon, you can also cast subconscious suggestion on one creature within 30 feet (DC 30 Will save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3105"},{"skill_mod":{},"summary":"When you turn the herald’s ring around your finger three times in either direction, you gain the ability to easily project your voice up to 200 …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3106","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate)","actions_number":2,"id":"action-3106","text":" Activate—Project Voice Single Action (manipulate) Frequency once per day; Effect When you turn the herald’s ring around your finger three times in either direction, you gain the ability to easily project your voice up to 200 feet without raising the volume of speech, reaching your audience in most venues, including arenas. This effect lasts up to 2 hours. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3106"},{"skill_mod":{},"summary":"You use the herald’s ring to reflect a portion of the sonic damage back at its source by attempting to counteract the effect. The ring has a …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"trigger":"You take sonic damage from a spell or effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3107","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate)","actions_number":1,"id":"action-3107","text":" Activate—Reflect Sound Reaction (concentrate) Frequency once per day; Trigger You take sonic damage from a spell or effect; Effect You use the herald’s ring to reflect a portion of the sonic damage back at its source by attempting to counteract the effect. The ring has a counteract modifier of +23. Critical Success All of the damage is reflected back on its source. Success Half of the damage is reflected back at its source, and the other half is negated. Failure Half of the damage is reflected back at the source, and you take the rest of the damage. Critical Failure None of the damage is reflected, but the herald’s ring does absorb enough energy so that you can activate it again today.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3107"},{"skill_mod":{},"summary":"Distracting colorful smoke blasts outward from the cloak in a 10-foot emanation , causing all creatures in the area to become off‑guard until the …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3108","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate)","actions_number":4,"id":"action-3108","text":" Activate—Now You See Me... Two Actions (manipulate) Frequency once per day; Effect Distracting colorful smoke blasts outward from the cloak in a 10-foot emanation, causing all creatures in the area to become off‑guard until the start of your next turn (DC 30 Will save). If you were previously concealed, hidden, or undetected, you lose those conditions. You become quickened for 1 round and may use the extra action to Interact, Strike, or Stride.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3108"},{"skill_mod":{},"summary":"Harmless silver smoke issues from the cloak in a 10-foot emanation . You cast a 2nd-rank invisibility on yourself and are transported, along …","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3109","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate, teleportation)","actions_number":4,"id":"action-3109","text":" Activate—...Now You Don't Two Actions (manipulate, teleportation) Frequency once per day; Effect Harmless silver smoke issues from the cloak in a 10-foot emanation. You cast a 2nd-rank invisibility on yourself and are transported, along with all items you’re wearing and holding, from your current space to an unoccupied space within 30 feet that you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional space—the transportation part of this effect fails.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3109"},{"skill_mod":{},"summary":"Treat your fall as if it were 120 feet shorter. Regardless of whether you take damage or not from the fall, you land on your feet.","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"trigger":"You're falling","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3110","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"Land With Grace","actions_number":1,"id":"action-3110","text":" Activate Reaction Land With Grace; Frequency once per day; Trigger You're falling; Effect Treat your fall as if it were 120 feet shorter. Regardless of whether you take damage or not from the fall, you land on your feet.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3110"},{"skill_mod":{},"primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3111","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"10 minutes (manipulate)","id":"action-3111","text":" Activate 10 minutes (manipulate) ","category":"action","rarity":"common","slug":"action-3111"},{"skill_mod":{},"summary":"You Stride once and then swipe the weapon through the air three times. Shimmering waves of sound slice out in a 30-foot cone . All creatures in …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3112","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate, sonic)","actions_number":4,"id":"action-3112","text":" Activate—Cutting Cadenza Two Actions (manipulate, sonic) Frequency once per day; Effect You Stride once and then swipe the weapon through the air three times. Shimmering waves of sound slice out in a 30-foot cone. All creatures in the area must attempt a DC 37 Reflex save. Critical Success The creature is unaffected. Success The creature takes damage as if you successfully hit it with a Strike using a sinew-song , but all of the damage is sonic damage. Failure As success, but the creature also takes 2d6 persistent bleed damage. Critical Failure As success, but double the damage and the creature takes 4d6 persistent bleed damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3112"},{"skill_mod":{},"summary":"You swing the weapon in an arc, causing a spray of paint of a color of your choice (chosen from black, blue, green, orange, white, or yellow) to …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3113","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate)","actions_number":4,"id":"action-3113","text":" Activate—Splatter Paint Two Actions (manipulate) Frequency once per day; Effect You swing the weapon in an arc, causing a spray of paint of a color of your choice (chosen from black, blue, green, orange, white, or yellow) to splatter all creatures in a 30-foot cone. Each creature takes 14d6 energy damage based on the color of the paint (void for black, cold for blue, acid for green, fire for orange, vitality for white, or electricity for yellow) and must attempt a DC 34 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is dazzled by paint in its eyes for 1 minute. Critical Failure The creature takes double damage and is blinded by paint in its eyes for 1 round and then dazzled for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3113"},{"skill_mod":{},"summary":"You expend a number of charges from the collar to cast a spell from its list.","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3114","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"Cast a Spell","id":"action-3114","text":" Activate Cast a Spell; Effect You expend a number of charges from the collar to cast a spell from its list.","category":"action","rarity":"common","slug":"action-3114"},{"skill_mod":{},"summary":"The soulfeeding mask’s eyes and jaw open wide, and clouds of darkness and shadow spill out and attempt to engulf a single creature you can see …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3115","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate, death, void)","actions_number":4,"id":"action-3115","text":" Activate—Devour Soul Two Actions (concentrate, death, void) Frequency once per day; Effect The soulfeeding mask’s eyes and jaw open wide, and clouds of darkness and shadow spill out and attempt to engulf a single creature you can see that’s within 30 feet. That creature takes 50 void damage with a DC 36 basic Fortitude save. If the target is undead or otherwise has void healing, this activation loses the death and void traits and gains the vitality trait, and the target takes 50 vitality damage with a DC 36 basic Fortitude save. If the target takes any damage, you become quickened 1 for 1 minute and can use the extra action each round for only Stride actions, unless the damage killed the creature, in which case you can also use the extra action each round for Strike actions as well.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3115"},{"skill_mod":{},"summary":"The soulfeeding mask disgorges the devoured soul. You’re no longer quickened from Devour Soul, and the soulfeeding mask casts duplicate foe (DC …","primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You’re quickened as a result of Devour Soul","source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3116","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate)","actions_number":6,"id":"action-3116","text":" Activate—Disgorge Soul Three Actions (concentrate) Requirements You’re quickened as a result of Devour Soul; Effect The soulfeeding mask disgorges the devoured soul. You’re no longer quickened from Devour Soul, and the soulfeeding mask casts duplicate foe (DC 36 Fortitude save) to your specifications, targeting the creature whose soul had been devoured. You must Sustain this effect, unless the target creature was slain by Devour Soul, in which case duplicate foe functions as if the creature had failed its save, and the soulfeeding mask Sustains this spell automatically.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3116"},{"skill_mod":{},"summary":"The opera cloak transforms into two pairs of brilliant, feathered wings that grant you a fly Speed of 40 feet for 10 minutes. During this time, you …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3117","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate)","actions_number":4,"id":"action-3117","text":" Activate—On Angel's Wings Two Actions (concentrate) Frequency once per hour; Effect The opera cloak transforms into two pairs of brilliant, feathered wings that grant you a fly Speed of 40 feet for 10 minutes. During this time, you gain immunity to paralysis effects and ignore effects that would give you a circumstance penalty to speed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3117"},{"skill_mod":{},"summary":"Purifying gusts of sweet-scented air swirl around you, making you immune to inhaled poisons for 1 minute.","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"trigger":"You are exposed to an inhaled poison ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3118","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate)","actions_number":1,"id":"action-3118","text":" Activate—Elysium's Grasp Reaction (concentrate) Frequency once per hour; Trigger You are exposed to an inhaled poison; Effect Purifying gusts of sweet-scented air swirl around you, making you immune to inhaled poisons for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3118"},{"skill_mod":{},"summary":"The air around the robe constantly circulates to keep you healthy. For 8 hours, you become immune to diseases spread via inhalation, olfactory …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3119","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"1 minute (concentrate, healing)","id":"action-3119","text":" Activate—Elysium's Breath 1 minute (concentrate, healing) Effect The air around the robe constantly circulates to keep you healthy. For 8 hours, you become immune to diseases spread via inhalation, olfactory effects, and environmental effects that would prevent you from breathing (including being underwater or from being strangled).","category":"action","rarity":"common","slug":"action-3119"},{"skill_mod":{},"summary":"The mask attempts to counteract the triggering illusion with a counteract rank of 9 and a counteract modifier of +31. You then gain the effects of …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"trigger":"You fail a saving throw against an illusion effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3120","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate)","actions_number":1,"id":"action-3120","text":" Activate—Dragons See the Truth Reaction (concentrate) Frequency once per hour; Trigger You fail a saving throw against an illusion effect; Effect The mask attempts to counteract the triggering illusion with a counteract rank of 9 and a counteract modifier of +31. You then gain the effects of truesight for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3120"},{"skill_mod":{},"summary":"You throw wide your arms, putting the golden gloves on full display and causing a blazing halo to form above your head. All enemies within a 40-feet …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3121","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate, visual)","actions_number":4,"id":"action-3121","text":" Activate—Heaven's Wings Two Actions (manipulate, visual) Frequency once per hour; Effect You throw wide your arms, putting the golden gloves on full display and causing a blazing halo to form above your head. All enemies within a 40-feet emanation must make a DC 41 Fortitude save or be dazzled for 1 minute (or blinded for 1 minute on critical failure). Unholy creatures take a –2 item penalty to their roll. The halo then melts into your body and attempts to counteract any one affliction you are currently suffering of your choice with a counteract rank of 9 and a counteract modifier of +31.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3121"},{"skill_mod":{},"summary":"The sacred valkyrie helm casts interplanar teleport to your specifications. When you start this activation, each creature you target with this …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3122","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"10 minutes (concentrate)","id":"action-3122","text":" Activate—Path of the Pegasus 10 minutes (concentrate) Frequency once per day; Effect The sacred valkyrie helm casts interplanar teleport to your specifications. When you start this activation, each creature you target with this spell mounts a conjured pegasus who then carries them through reality to arrive at the specified location; each affected creature experiences the 10-minute activation as a kaleidoscopic ride through strange worlds and realities atop a pegasus’s back.","category":"action","rarity":"common","slug":"action-3122"},{"skill_mod":{},"summary":"The helm casts a 9th-rank weapon storm to your specifications. At your option, all damage caused by this spell is electricity damage—in this …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3123","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3123","text":" Activate—Storm's Arms Two Actions (concentrate, manipulate) Frequency once per day; Effect The helm casts a 9th-rank weapon storm to your specifications. At your option, all damage caused by this spell is electricity damage—in this option, the duplicated weapons created by the spell appear to be made of lightning.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3123"},{"skill_mod":{},"summary":"Your pet does something distracting or adorable at the precise moment you failed, allowing you to reroll the failed check and to use the result of …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your pet can observe you","source":["Pathfinder #206: Bring the House Down"],"trigger":"You fail on an attempt to Lie or Make an Impression","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3124","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate, fortune, visual)","actions_number":1,"id":"action-3124","text":" Activate—Awww! Reaction (concentrate, fortune, visual) Frequency once per hour; Trigger You fail on an attempt to Lie or Make an Impression; Requirements Your pet can observe you; Effect Your pet does something distracting or adorable at the precise moment you failed, allowing you to reroll the failed check and to use the result of your choice as the actual result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3124"},{"skill_mod":{},"summary":" Graymist manifests a dangerous-looking assassin, who appears to step out out of hiding at any point you can sense within 60 feet. This allows …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3125","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate, visual)","actions_number":2,"id":"action-3125","text":" Activate—Diverting Reveal Single Action (concentrate, visual) Frequency once per hour; Effect Graymist manifests a dangerous-looking assassin, who appears to step out out of hiding at any point you can sense within 60 feet. This allows Graymist to Create a Diversion using his Deception skill, but the closest creature to where the Diverting Reveal appears must attempt a DC 44 Will save or become so startled by the assassin’s sudden appearance that they become stunned 3 (or stunned 6 on a critical failure). The assassin vanishes a moment after the diverting reveal, appearing to go back into hiding.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3125"},{"skill_mod":{},"summary":" Graymist casts mislead on yourself and up to three other targets of your choice within 30 feet. Graymist sustains this effect up to 1 …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3126","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate)","actions_number":4,"id":"action-3126","text":" Activate—Traceless Retreat Two Actions (concentrate) Frequency once per day; Effect Graymist casts mislead on yourself and up to three other targets of your choice within 30 feet. Graymist sustains this effect up to 1 minute, during which you cannot activate Graymist and Graymist cannot take any other actions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3126"},{"skill_mod":{},"summary":"You name and then produce a common alchemical item of any level up to level 20 from the satchel’s main compartment. This item has the infused …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3127","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate)","actions_number":4,"id":"action-3127","text":" Activate—Instant Alchemy Two Actions (manipulate) Frequency once per hour; Effect You name and then produce a common alchemical item of any level up to level 20 from the satchel’s main compartment. This item has the infused trait and remains potent for 24 hours. Make a flat check with a DC equal to the alchemical item’s level. On failure, you can’t activate Red Hand’s Satchel in this way until the next time you make your daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3127"},{"skill_mod":{},"summary":"You make a Strike with Retribution against a target within 120 feet that you can see and who damaged you within the last minute, as if they were …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3128","frequency":"once per round","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(manipulate)","actions_number":2,"id":"action-3128","text":" Activate—Vengeful Strike Single Action (manipulate) Frequency once per round; Effect You make a Strike with Retribution against a target within 120 feet that you can see and who damaged you within the last minute, as if they were within reach.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3128"},{"skill_mod":{},"summary":"Choose a target within 120 feet who you can see. That target must attempt a DC 44 Fortitude save.","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3129","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(curse, death, manipulate)","actions_number":4,"id":"action-3129","text":" Activate—Cruel Cut Two Actions (curse, death, manipulate) Frequency once per day; Effect Choose a target within 120 feet who you can see. That target must attempt a DC 44 Fortitude save. Critical Success The target is unaffected. Success The target takes 3d6 persistent bleed damage. Failure As success, but one of their eyes is damaged, rendering them dazzled. The target also becomes drained 1. The dazzled and drained condition are permanent until removed by cleanse affliction or a similar effect. Critical Failure As failure, but 6d6 persistent bleed damage and the target is blinded instead of dazzled, and drained 2 instead of drained 1. If the target is ever reduced to 0 Hit Points or less while under this curse, they immediately die.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3129"},{"skill_mod":{},"summary":"If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"trigger":"You are about to attempt a saving throw against a curse ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3130","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"Reflect Curse","actions_number":1,"id":"action-3130","text":" Activate Reaction Reflect Curse; Frequency once per hour; Trigger You are about to attempt a saving throw against a curse; Effect If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3130"},{"skill_mod":{},"summary":"You twist White Cleome’s Eye in a clockwise rotation, allowing you to peer back in time, causing it to cast a 9th-rank retrocognition spell.","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3131","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"1 minute (concentrate, manipulate)","id":"action-3131","text":" Activate—Look to the Past 1 minute (concentrate, manipulate) Frequency once per day; Effect You twist White Cleome’s Eye in a clockwise rotation, allowing you to peer back in time, causing it to cast a 9th-rank retrocognition spell.","category":"action","rarity":"common","slug":"action-3131"},{"skill_mod":{},"summary":"You twist White Cleome’s Eye in a counter-clockwise rotation, allowing you to experience previous events that impacted an object you are touching, …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3132","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3132","text":" Activate—Relive the Past Two Actions (concentrate, manipulate) Frequency once per day; Effect You twist White Cleome’s Eye in a counter-clockwise rotation, allowing you to experience previous events that impacted an object you are touching, causing White Cleome’s Eye to cast a 9th-rank object reading spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3132"},{"skill_mod":{},"summary":"You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals …","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3133","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":4,"id":"action-3133","text":" Activate—Aurochs Charge Two Actions (concentrate) Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact. Critical Success The target is unaffected. Success The target is off-guard until the beginning of its next turn. Failure The target is knocked prone. Critical Failure As failure, but the target also takes 2d6 bludgeoning damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3133"},{"skill_mod":{},"summary":"You deal an extra 1d6 precision damage to the target.","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"trigger":"You Strike a creature that has the off-guard condition with a weapon attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3134","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":0,"id":"action-3134","text":" Activate—Unexpected Strike Free Action (concentrate) Frequency once per day; Trigger You Strike a creature that has the off-guard condition with a weapon attack; Effect You deal an extra 1d6 precision damage to the target.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3134"},{"skill_mod":{},"summary":"The maximum duration of the target’s compliance increases to 1d4 days, rather than 1 day.","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"trigger":"You successfully Coerce a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3135","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":0,"id":"action-3135","text":" Activate—Reproach Free Action (concentrate) Frequency once per day; Trigger You successfully Coerce a creature; Effect The maximum duration of the target’s compliance increases to 1d4 days, rather than 1 day.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3135"},{"skill_mod":{},"summary":"Attempt a counteract check with a counteract rank of 2 to end the effect.","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"trigger":"A mental effect would compel you to harm an ally or bystander","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3136","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":1,"id":"action-3136","text":" Activate—Embody the Truce Reaction (concentrate) Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3136"},{"skill_mod":{},"summary":"The tattoo’s design animates for 1 round, crudely portraying some scene associated with the chosen Lore skill.","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3137","frequency":"once per minute","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":2,"id":"action-3137","text":" Activate—Living History Single Action (concentrate) Frequency once per minute; Effect The tattoo’s design animates for 1 round, crudely portraying some scene associated with the chosen Lore skill.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3137"},{"skill_mod":{},"summary":"Until the end of your next turn, any weapon that Strikes the object deals additional damage as though the weapon had the razing trait. The …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"trigger":"You Strike an object or raised shield with the faultline hammer and would deal piercing damage to that object","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3138","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":0,"id":"action-3138","text":" Activate—Create Faultline Free Action (concentrate) Frequency once per day; Trigger You Strike an object or raised shield with the faultline hammer and would deal piercing damage to that object; Effect Until the end of your next turn, any weapon that Strikes the object deals additional damage as though the weapon had the razing trait. The triggering Strike also deals this additional damage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3138"},{"skill_mod":{},"summary":"You channel the club’s stored energy into the Strike, dealing 1d6 additional damage. If the club has a greater striking rune, increase the …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"trigger":"You add a circumstance bonus to your attack with the kinetic club’s backswing trait and successfully Strike your target","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3139","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":0,"id":"action-3139","text":" Activate—Store Kinetic Energy Free Action (concentrate) Frequency once per hour; Trigger You add a circumstance bonus to your attack with the kinetic club’s backswing trait and successfully Strike your target; Effect You channel the club’s stored energy into the Strike, dealing 1d6 additional damage. If the club has a greater striking rune, increase the additional damage to 2d6. If the club has a major striking rune, increase the additional damage to 3d6.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3139"},{"skill_mod":{},"summary":"You pull out one of the treats and toss it up to 30 feet into the waiting mouth of your companion. The effect varies by the treat. Encouraging …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"trigger":"Varies by treat","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3140","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate)","actions_number":1,"id":"action-3140","text":" Activate—Toss a Treat Reaction (manipulate) Trigger Varies by treat; Effect You pull out one of the treats and toss it up to 30 feet into the waiting mouth of your companion. The effect varies by the treat. Encouraging Treat (mental) Trigger You Command your companion, and it performs a skill check; Effect The treat motivates the companion to perform the task, allowing you to Aid it as though you had prepared to help. Reward Treat (healing, mental) Trigger Your companion critically succeeds at a skill check or attack roll; Effect The treat grants the companion 1d6+6 temporary Hit Points that last until the end of your next turn. Soothing Treat (healing) Trigger Your companion attempts a save to reduce its sickened condition, would reduce the value of its frightened condition at the end of your turn, or attempts a flat check to end persistent damage; Effect Reduce the DC of the check to end persistent damage by 2 or reduce the sickened condition by 2. If the companion would reduce its frightened condition value by 1 at the end of its turn, it instead reduces that condition’s value by 2. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3140"},{"skill_mod":{},"summary":"You Command your companion. Until the end of your turn, it gains a +5-foot status bonus to each of its Speeds, but must use at least one action …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3141","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(auditory, manipulate)","actions_number":2,"id":"action-3141","text":" Activate—Rustle the Bag Single Action (auditory, manipulate) Effect You Command your companion. Until the end of your turn, it gains a +5-foot status bonus to each of its Speeds, but must use at least one action to move closer to you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3141"},{"skill_mod":{},"summary":"You roll the dice. If you roll two 1s, the activation fails with no effect. Otherwise, the dice cast clairvoyance for you. When cast in this way, …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3142","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3142","text":" Activate—Roll the Bones Two Actions (concentrate, manipulate) Frequency once per day; Effect You roll the dice. If you roll two 1s, the activation fails with no effect. Otherwise, the dice cast clairvoyance for you. When cast in this way, the spell’s range becomes 100 feet × the result of your roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3142"},{"skill_mod":{},"primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3143","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Interact","actions_number":2,"id":"action-3143","text":" Activate Single Action Interact; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3143"},{"skill_mod":{},"summary":"The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You hit the same creature with two unarmed Strikes in the same round","source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3144","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate)","actions_number":2,"id":"action-3144","text":" Activate—Shredding Finisher Single Action (manipulate) Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3144"},{"skill_mod":{},"summary":"You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3145","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3145","text":" Activate—Free the Spirits Two Actions (concentrate, manipulate) Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3145"},{"skill_mod":{},"summary":"You temporarily fill the flail’s stingers with venom. The next successful Strike you make with it before the end of your next turn deals 2d6 …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3146","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate, poison)","actions_number":2,"id":"action-3146","text":" Activate—Envenom Single Action (manipulate, poison) Frequency once per day; Effect You temporarily fill the flail’s stingers with venom. The next successful Strike you make with it before the end of your next turn deals 2d6 persistent poison damage to the target. If the Strike critically succeeds and if you would apply persistent poison damage with this weapon’s alternate critical specialization, you combine the two effects to deal 3d6 persistent poison damage to the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3146"},{"skill_mod":{},"summary":"Until the end of your next turn, you gain resistance 5 to bludgeoning, piercing, and slashing damage, but your Speeds are reduced by 10 feet …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3147","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Shift Scales","actions_number":2,"id":"action-3147","text":" Activate Single Action Shift Scales; Frequency once per day; Effect Until the end of your next turn, you gain resistance 5 to bludgeoning, piercing, and slashing damage, but your Speeds are reduced by 10 feet (minimum 5 feet).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3147"},{"skill_mod":{},"primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3148","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Interact","actions_number":4,"id":"action-3148","text":" Activate Two Actions Interact; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3148"},{"skill_mod":{},"summary":"You suppress the fatigued condition for 10 minutes. During this time, you are not immune to fatigue and can become fatigued by subsequent effects, …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"trigger":"You begin your turn and are fatigued . ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3149","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":0,"id":"action-3149","text":" Activate—Aurochs' Endurance Free Action (concentrate) Trigger You begin your turn and are fatigued. ; Effect You suppress the fatigued condition for 10 minutes. During this time, you are not immune to fatigue and can become fatigued by subsequent effects, but you gain a +2 item bonus to saving throws against effects that would fatigue you.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3149"},{"skill_mod":{},"summary":"With a flick of the cloak, you deflect and smother the flames. The cloak’s resistance to fire increases to 15 against the triggering effect. Until …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"trigger":"You would take fire damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3150","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate)","actions_number":1,"id":"action-3150","text":" Activate—Shed Cinders Reaction (manipulate) Frequency once per hour; Trigger You would take fire damage; Effect With a flick of the cloak, you deflect and smother the flames. The cloak’s resistance to fire increases to 15 against the triggering effect. Until the end of your next turn, your flat check to remove persistent fire damage is 10 instead of 15, which is reduced to 5 if another creature uses a particularly appropriate action to help. If you take at least 5 points of fire damage after applying the fire resistance, the cloak gains the broken condition.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3150"},{"skill_mod":{},"primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3151","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate)","actions_number":2,"id":"action-3151","text":" Activate Single Action (manipulate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3151"},{"skill_mod":{},"summary":"Bright moonlight shines out of the gem in a 30-foot emanation , forcing hostile creatures in the area to make a DC 26 Fortitude save or be blinded …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3152","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":2,"id":"action-3152","text":" Activate—Lunar Illumination Single Action (concentrate) Frequency once per hour; Effect Bright moonlight shines out of the gem in a 30-foot emanation, forcing hostile creatures in the area to make a DC 26 Fortitude save or be blinded for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3152"},{"skill_mod":{},"summary":"You focus your mind’s eye on a location you’ve been to previously. The beads on the shawl shift colors to create a map of the area based on your …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3153","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":2,"id":"action-3153","text":" Activate—Mind's Map Single Action (concentrate) Effect You focus your mind’s eye on a location you’ve been to previously. The beads on the shawl shift colors to create a map of the area based on your memories. You can dismiss this effect as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3153"},{"skill_mod":{},"summary":"You shake the pot, granting a +1 item bonus to an ally to save against an emotion effect.","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3154","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate, emotion)","actions_number":2,"id":"action-3154","text":" Activate—Jingling Memories Single Action (concentrate, emotion) Frequency once per day; Effect You shake the pot, granting a +1 item bonus to an ally to save against an emotion effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3154"},{"skill_mod":{},"summary":"Silver ribbons of starlight entangle the target, dealing 4d6 spirit damage. This is silver damage for the purposes of weaknesses, resistances, …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"trigger":"You deal damage to a target with the starknife","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3155","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":1,"id":"action-3155","text":" Activate—Ribbon Wrap Reaction (concentrate) Frequency once per hour; Trigger You deal damage to a target with the starknife; Effect Silver ribbons of starlight entangle the target, dealing 4d6 spirit damage. This is silver damage for the purposes of weaknesses, resistances, and the like. The target must attempt a DC 24 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is clumsy 1. Failure The creature takes full damage and is immobilized for 1 round. Critical Failure The creature takes full damage and is restrained with an Escape DC of 24.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3155"},{"skill_mod":{},"summary":"Blood seeps out of the knife, coating your hand. Enemies within 30 feet who can see this must succeed at a DC 26 Will save or become frightened 1 …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3156","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate, emotion, fear, mental, visual)","actions_number":2,"id":"action-3156","text":" Activate—Vengeful Blood Single Action (concentrate, emotion, fear, mental, visual) Frequency once per hour; Effect Blood seeps out of the knife, coating your hand. Enemies within 30 feet who can see this must succeed at a DC 26 Will save or become frightened 1 (frightened 1 and doomed 1 on a critical failure). The knife continues to bleed for 1 minute or until you make a successful Strike with it, which deals an additional 1d6 persistent bleed damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3156"},{"skill_mod":{},"summary":"Designate a single creature that you can see or hear, or whom you've spent a significant amount of time studying and reading about from afar (subject …","primary_source":"Spore War Player's Guide","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Spore War Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3157","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Hunt the Razer's Pawn","trait":["Concentrate"],"actions_number":2,"id":"action-3157","text":" Hunt the Razer's Pawn Single Action Source Spore War Player's Guide pg. 13 --- Designate a single creature that you can see or hear, or whom you've spent a significant amount of time studying and reading about from afar (subject to the GM's approval), and who you know to be an agent of Treerazer. You gain a +2 circumstance bonus to Perception checks to Seek or Sense the Motive of this creature. This creature takes a –1 circumstance penalty to saving throws against spells or effects you create; this penalty increases to –2 against effects that have the holy trait. You can have only one creature designated by Hunt the Razer's Pawn at a time. If you use this ability against a creature when you already have one designated, the prior creature loses the designation and the new creature gains the designation. This lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3157"},{"skill_mod":{},"summary":"When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you …","primary_source":"Spore War Player's Guide","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Spore War Player's Guide"],"trigger":"You arrive at a location via a teleportation effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3158","frequency":"once per minute","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Restorative Teleportation","trait":["Healing"],"actions_number":1,"id":"action-3158","text":" Restorative Teleportation Reaction Source Spore War Player's Guide pg. 14 Frequency once per minute Trigger You arrive at a location via a teleportation effect --- When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you restore a number of Hit Points equal to 1d6 plus your level plus your Intelligence modifier.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3158"},{"skill_mod":{},"summary":"You make a quick cutting remark against the demon that takes advantage of the fiend's momentary disadvantage. The demon must attempt a Will save …","primary_source":"Spore War Player's Guide","trait_group":["Sense","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Spore War Player's Guide"],"trigger":"A demon you're aware of within 30 feet of you suffers from its sin vulnerability or critical fails at a saving throw against a mental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3159","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Opportunistic Accusation","trait":["Auditory","Linguistic","Mental"],"actions_number":1,"id":"action-3159","text":" Opportunistic Accusation Reaction Source Spore War Player's Guide pg. 14 Trigger A demon you're aware of within 30 feet of you suffers from its sin vulnerability or critical fails at a saving throw against a mental effect --- You make a quick cutting remark against the demon that takes advantage of the fiend's momentary disadvantage. The demon must attempt a Will save against your class DC. Critical Success The demon is unaffected and likely to focus its attention on you in combat from this point forward. Success The demon takes 2d6 mental damage. Failure The demon takes 4d6 mental damage and is off-guard until the start of its next turn. Critical Failure As failure, but the off-guard condition lasts until the end of the next round. The demon also takes 2d6 persistent mental damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3159"},{"skill_mod":{},"summary":"You extend your resolve to your allies, casting strength of mind on up to three willing targets.","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3160","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Strengthen Resolve","actions_number":2,"id":"action-3160","text":" Activate Single Action Strengthen Resolve; Frequency once per day; Effect You extend your resolve to your allies, casting strength of mind on up to three willing targets.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3160"},{"skill_mod":{},"summary":"You pull the layers of the armor taut, stiffening your body against incoming forces for 1 minute. While the armor is taut, you have a –1 penalty to …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3161","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Strengthen Resolve","actions_number":2,"id":"action-3161","text":" Activate Single Action Strengthen Resolve; Effect You pull the layers of the armor taut, stiffening your body against incoming forces for 1 minute. While the armor is taut, you have a –1 penalty to Reflex saves and a +2 item bonus to Fortitude saves.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3161"},{"skill_mod":{},"summary":"Your bracers snap tight onto your wrists, driving the studs into your skin to shock you into focus. You can attempt to counteract the effect …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"trigger":"You gain an effect that makes you immobilized , slowed , stupefied , or paralyzed ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3162","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate)","actions_number":0,"id":"action-3162","text":" Activate—Sharp Focus Free Action (concentrate) Trigger You gain an effect that makes you immobilized, slowed, stupefied, or paralyzed; Effect Your bracers snap tight onto your wrists, driving the studs into your skin to shock you into focus. You can attempt to counteract the effect causing your condition, with a counteract rank of 6th and a counteract modifier of +22. On a success, you lose the condition. If you have more than one condition from the same source, you only need one counteract check against them.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3162"},{"skill_mod":{},"primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"trigger":"You make an attack with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3163","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(concentrate, fortune)","actions_number":0,"id":"action-3163","text":" Activate Free Action (concentrate, fortune) Trigger You make an attack with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3163"},{"skill_mod":{},"summary":"You pour the contents of the jar onto unworked ground. If you activate this item with one action, you pour the sand into one or two 5-foot squares …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3164","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate)","actions_number":2,"id":"action-3164","text":" Activate Single Action or Two Actions (manipulate) Frequency once per day; Effect You pour the contents of the jar onto unworked ground. If you activate this item with one action, you pour the sand into one or two 5-foot squares adjacent to you. If you activate this item with two actions, the sand spreads across a 15-foot cone. The affected space turns into quicksand. Creatures already in the area can Step out of the area as a reaction. The quicksand doesn’t inflict lasting damage to most surfaces or nearby architecture, though a feature surrounded by the quicksand might sink or settle naturally. This terrain lasts for 1 day or until the effect is Dismissed, causing the sand to reappear in the jar.","category":"action","actions":"Single Action or Two Actions","rarity":"common","slug":"action-3164"},{"skill_mod":{},"summary":"You unfurl the mat and choose which shape it takes, either a 10-foot square or a 20-foot by 5-foot line .","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3165","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(envision)","actions_number":2,"id":"action-3165","text":" Activate—Steady Ground Single Action (envision) Effect You unfurl the mat and choose which shape it takes, either a 10-foot square or a 20-foot by 5-foot line.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3165"},{"skill_mod":{},"summary":"The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"A creature is atop the mat","source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3166","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"(manipulate)","actions_number":2,"id":"action-3166","text":" Activate—Sturdy Foundation Single Action (manipulate) Requirements A creature is atop the mat; Effect The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s space is atop the mat, it cannot gain the off-guard condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3166"},{"skill_mod":{},"summary":"You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them with a +2 item bonus. You cannot make this request …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3167","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Speak with Undead","actions_number":2,"id":"action-3167","text":" Activate Single Action Speak with Undead; Frequency once per hour; Effect You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them with a +2 item bonus. You cannot make this request of someone else’s summoned undead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3167"},{"skill_mod":{},"summary":"The war pig transforms any fear it feels into fury before kicking wildly. Reduce the war pig’s frightened value by 1 (minimum 0). The war pig then …","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3168","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Bucking Frenzy","actions_number":4,"id":"action-3168","text":" Bucking Frenzy Two Actions Source Pathfinder #207: Resurrection Flood pg. 79 --- The war pig transforms any fear it feels into fury before kicking wildly. Reduce the war pig’s frightened value by 1 (minimum 0). The war pig then makes hoof Strikes against up to three different foes within its reach. These Strikes each take a –2 penalty to their attack rolls unless the war pig began its turn with the frightened condition. Each attack counts toward the war pig’s multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3168"},{"skill_mod":{},"summary":"The wyvern Flies up to half its Speed and then makes a stinger Strike. If the Strike hits, the target is also knocked prone . If the Strike …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3169","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Diving Skewer","actions_number":4,"id":"action-3169","text":" Diving Skewer Two Actions Source Pathfinder #209: Destroyer's Doom pg. 81 --- The wyvern Flies up to half its Speed and then makes a stinger Strike. If the Strike hits, the target is also knocked prone. If the Strike critically succeeds, the target also takes 2d6 persistent poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3169"},{"skill_mod":{},"summary":"You cast vibrant pattern from Castrovel’s Beacon as a 6th-rank arcane spell with a DC 31 Will save. Creatures with the elf trait are immune …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3170","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":4,"id":"action-3170","text":" Activate—Starlight Burst Two Actions (manipulate) Frequency once per day; Effect You cast vibrant pattern from Castrovel’s Beacon as a 6th-rank arcane spell with a DC 31 Will save. Creatures with the elf trait are immune to Starlight Burst, and creatures with the demon trait take a –2 item penalty on all Will saves against the effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3170"},{"skill_mod":{},"summary":"You brandish Morning Glow and focus on its gleaming light, boosting its illumination so that it produces bright light in a 30-foot emanation (and …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3171","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3171","text":" Activate—Reveal Demons Two Actions (concentrate, manipulate) Frequency once per hour; Effect You brandish Morning Glow and focus on its gleaming light, boosting its illumination so that it produces bright light in a 30-foot emanation (and dim light for another 30 feet) for 10 minutes. All creatures in this area that have the demon trait must attempt a DC 31 Reflex save. Success The demon is unaffected by the glow. Failure The demon becomes outlined with a shimmering aura of dim light that causes it to become dazzled. If the demon was invisible, it becomes concealed instead. If it was already concealed for any other reason, it is no longer concealed. This light affects the demon for 1 minute. Critical Failure As failure, but with a duration of 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3171"},{"skill_mod":{},"primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3172","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Cast a Spell","id":"action-3172","text":" Activate Cast a Spell; ","category":"action","rarity":"common","slug":"action-3172"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Cantrip frostbite 2nd environmental endurance , resist …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3173","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Cast a Spell","id":"action-3173","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip frostbite 2nd environmental endurance , resist energy 3rd environmental endurance , slow , wall of wind 4th ice storm , resist energy , vapor form 5th environmental endurance, howling blizzard , wall of ice ","category":"action","rarity":"common","slug":"action-3173"},{"skill_mod":{},"summary":"The boots help you to avoid the hazard or effect, granting you a +2 status bonus to your saving throw. If you succeed at the saving throw, you become …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"trigger":"You are about to make a Reflex saving throw against an environmental hazard or terrain feature ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3174","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":1,"id":"action-3174","text":" Activate—Swift Sidestep Reaction (concentrate) Frequency once per hour; Trigger You are about to make a Reflex saving throw against an environmental hazard or terrain feature; Effect The boots help you to avoid the hazard or effect, granting you a +2 status bonus to your saving throw. If you succeed at the saving throw, you become quickened for 1 minute, but can use the additional action only to Stride.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3174"},{"skill_mod":{},"summary":"You ignore the effects of difficult terrain and gain resistance 10 to damage caused by hazardous terrain. This activation lasts for 10 minutes.","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3175","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3175","text":" Activate—Fungal Stride Two Actions (concentrate) Frequency once per hour; Effect You ignore the effects of difficult terrain and gain resistance 10 to damage caused by hazardous terrain. This activation lasts for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3175"},{"skill_mod":{},"summary":"You automatically increase the target’s attitude to helpful . If the target’s initial attitude was unfriendly or hostile , they revert to this …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"trigger":"You succeed at Making an Impression","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3176","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, emotion, mental)","actions_number":1,"id":"action-3176","text":" Activate—Subversive Friendship Reaction (concentrate, emotion, mental) Frequency once per day; Trigger You succeed at Making an Impression; Effect You automatically increase the target’s attitude to helpful. If the target’s initial attitude was unfriendly or hostile, they revert to this attitude after 10 minutes and realize they’ve been manipulated by you. Afterward, they might decide to act against you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3176"},{"skill_mod":{},"summary":"You adjust the visors so that both are lowered. Your vision becomes obscured, causing you to become dazzled . At the same time, a tiny fraction of …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3177","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate, mental)","actions_number":4,"id":"action-3177","text":" Activate—Pharasma’s Disdain Two Actions (manipulate, mental) Frequency once per day; Effect You adjust the visors so that both are lowered. Your vision becomes obscured, causing you to become dazzled. At the same time, a tiny fraction of Pharasma’s notice seeps out of the visor to fill the area around you in a 30-foot emanation. All undead creatures in this area take 12d6 spirit damage (DC 30 basic Will save). At the end of your turn, both visors automatically rise back up, but you remain dazzled until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3177"},{"skill_mod":{},"summary":"You adjust the helm so that only the left visor is lowered. You gain darkvision until you adjust the visors again or until the item is no longer …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3178","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":2,"id":"action-3178","text":" Activate—Pierce the Night Single Action (manipulate) Effect You adjust the helm so that only the left visor is lowered. You gain darkvision until you adjust the visors again or until the item is no longer invested by you, whichever comes first.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3178"},{"skill_mod":{},"summary":"You adjust the helm so that only the right visor is lowered. You can see invisible creatures as though they weren’t invisible, although their …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3179","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":2,"id":"action-3179","text":" Activate—Reveal the Unseen Single Action (manipulate) Frequency once per day; Effect You adjust the helm so that only the right visor is lowered. You can see invisible creatures as though they weren’t invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures like ghosts when they have phased through an object if you are within 10 feet of an object’s surface; they look like blurry shapes seen through those objects. This effect lasts until 8 hours pass, until you adjust the visors again, or until the item is no longer invested by you, whichever comes first.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3179"},{"skill_mod":{},"summary":"You adjust the visors so that both are raised. The Pharasmin visor grants a +2 item bonus on all saving throws against effects with the death …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3180","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":2,"id":"action-3180","text":" Activate—See Through Death Single Action (manipulate) Effect You adjust the visors so that both are raised. The Pharasmin visor grants a +2 item bonus on all saving throws against effects with the death trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3180"},{"skill_mod":{},"summary":"You change the shape and appearance of all your clothing, making them appear as ordinary or fine clothes of your imagining. This doesn’t change the …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3181","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, illusion)","actions_number":2,"id":"action-3181","text":" Activate—Costume Change Single Action (concentrate, illusion) Effect You change the shape and appearance of all your clothing, making them appear as ordinary or fine clothes of your imagining. This doesn’t change the statistics of any armor you’re wearing. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 28.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3181"},{"skill_mod":{},"summary":"You reach into one of the coat’s pockets and withdraw a chunk of metal that instantly expands into a common simple or martial melee weapon of your …","primary_source":"Pathfinder #210: Whispers in the Dirt","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3182","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":2,"id":"action-3182","text":" Activate—Unexpected Armament Single Action (manipulate) Frequency once per day; Effect You reach into one of the coat’s pockets and withdraw a chunk of metal that instantly expands into a common simple or martial melee weapon of your choice. The weapon functions as a +1 striking weapon . When you produce the weapon, you decide if it is made from cold iron or silver, and which one of the following property runes it gains: corrosive, flaming, frost, shock, or thundering. This weapon remains for 1 hour or until it leaves your grasp, at which point it vanishes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3182"},{"skill_mod":{},"summary":"With a toss of the robe’s hood, you cast a 3rd-rank illusory disguise on yourself.","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3183","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, illusion, manipulate, visual)","actions_number":4,"id":"action-3183","text":" Activate—Who Am I? Two Actions (concentrate, illusion, manipulate, visual) Effect With a toss of the robe’s hood, you cast a 3rd-rank illusory disguise on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3183"},{"skill_mod":{},"summary":"With a whirl of the robe’s hem, you cast a 7th-rank illusory disguise .","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3184","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, illusion, manipulate, visual)","actions_number":4,"id":"action-3184","text":" Activate—Who Are We? Two Actions (concentrate, illusion, manipulate, visual) Frequency once per day; Effect With a whirl of the robe’s hem, you cast a 7th-rank illusory disguise .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3184"},{"skill_mod":{},"summary":"With a swish of the robe’s sleeve, you cast a 7th-rank illusory creature .","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3185","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(auditory, concentrate, illusion, manipulate, olfactory, visual)","actions_number":2,"id":"action-3185","text":" Activate—Who Are They? Single Action (auditory, concentrate, illusion, manipulate, olfactory, visual) Frequency once per day; Effect With a swish of the robe’s sleeve, you cast a 7th-rank illusory creature .","category":"action","actions":"Single Action","rarity":"common","slug":"action-3185"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance 1st sanctuary 2nd see the …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3186","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Cast a Spell","id":"action-3186","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip divine lance 1st sanctuary 2nd see the unseen 3rd anointed ground , holy light 4th clear mind , planar tether 5th banishment , divine wrath 6th holy light , spirit blast ","category":"action","rarity":"common","slug":"action-3186"},{"skill_mod":{},"summary":"By focusing on the Guiding Star Orb , you embed your current location in the item. Thereafter, anyone who holds the Guiding Star Orb while …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3187","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"10 minutes (concentrate)","id":"action-3187","text":" Activate—Embed Location 10 minutes (concentrate) Effect By focusing on the Guiding Star Orb , you embed your current location in the item. Thereafter, anyone who holds the Guiding Star Orb while Casting a Spell with the teleportation trait to travel to this location arrives precisely, without any inaccuracy at all. The Guiding Star Orb can only have one location embedded at a time; if you use this activity a second time, the new location replaces the previous one.","category":"action","rarity":"common","slug":"action-3187"},{"skill_mod":{},"summary":"You cause a shimmering magical archway to appear next to you as the Guiding Star Orb casts a 7th-rank teleport to your specifications. If you …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3188","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"10 minutes (concentrate, manipulate, teleportation)","id":"action-3188","text":" Activate—Momentary Aiudara 10 minutes (concentrate, manipulate, teleportation) Frequency once per day; Effect You cause a shimmering magical archway to appear next to you as the Guiding Star Orb casts a 7th-rank teleport to your specifications. If you are teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location.","category":"action","rarity":"common","slug":"action-3188"},{"skill_mod":{},"summary":"Poison wells up from the armor’s links to seep into the triggering creature’s body, causing it to suffer wracking pains as if it were being stung by …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"trigger":"A creature grapples you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3189","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, divine)","actions_number":1,"id":"action-3189","text":" Activate—Calistria’s Sting Reaction (concentrate, divine) Frequency once per day; Trigger A creature grapples you; Effect Poison wells up from the armor’s links to seep into the triggering creature’s body, causing it to suffer wracking pains as if it were being stung by thousands of angry wasps. The triggering creature takes 7d6 persistent poison damage (DC 34 basic Fortitude save); this persistent damage cannot be ended as long as the triggering creature continues to grapple you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3189"},{"skill_mod":{},"summary":"You alter the exterior of the armor to better adapt to the surrounding terrain : aquatic , arctic , desert , forest , mountain , plains , sky, …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3190","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"10 minutes (concentrate, divine)","id":"action-3190","text":" Activate—Terrain Adaptation 10 minutes (concentrate, divine) Frequency once per day; Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore non-magical difficult terrain within the chosen environment and gain a +1 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You are also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparation.","category":"action","rarity":"common","slug":"action-3190"},{"skill_mod":{},"summary":"You whirl Soulcutter in the air around you, rejuvenating the living within a 20-foot emanation around you while castigating those in that area …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3191","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, healing, manipulate, primal, vitality)","actions_number":4,"id":"action-3191","text":" Activate—Soothe Souls Two Actions (concentrate, healing, manipulate, primal, vitality) Frequency once per day; Effect You whirl Soulcutter in the air around you, rejuvenating the living within a 20-foot emanation around you while castigating those in that area who have no place in nature. You can Sustain this activation for up to 1 minute. Living creatures that start their turn in the area regain 1d8 Hit Points, and any fiend or undead creature that starts its turn in the area takes 1d8 spirit damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3191"},{"skill_mod":{},"summary":"You swing Soulcutter and cast a 7th-rank weapon storm to your specifications, but all damage caused by the spell is spirit damage. If used to …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3192","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, manipulate, primal)","actions_number":4,"id":"action-3192","text":" Activate—Soulcutting Storm Two Actions (concentrate, manipulate, primal) Frequency once per day; Effect You swing Soulcutter and cast a 7th-rank weapon storm to your specifications, but all damage caused by the spell is spirit damage. If used to damage a creature that’s possessing another creature, this spell does no damage to the possessed creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3192"},{"skill_mod":{},"summary":"Fire an arrow at a target. If you hit, instead of dealing damage with the arrow, the creature struck must attempt a DC 34 Fortitude save.","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3193","frequency":"once per 10 minutes","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(cold, concentrate, light, primal)","actions_number":2,"id":"action-3193","text":" Activate—Auroral Shine Single Action (cold, concentrate, light, primal) Frequency once per 10 minutes; Effect Fire an arrow at a target. If you hit, instead of dealing damage with the arrow, the creature struck must attempt a DC 34 Fortitude save. Critical Success The creature is unaffected. Success The creature is surrounded by shimmering lights akin to an aurora, causing it to become dazzled for 2 rounds. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed. Failure As success, but the creature also takes 2d6 persistent cold damage, and the light affects the creature for 1 minute. Critical Failure As success, but the creature also takes 4d6 persistent cold damage, and the light affects the creature for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3193"},{"skill_mod":{},"summary":"You pull back Wintershot’s string and fire an arrow straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3194","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(light, manipulate, primal)","actions_number":2,"id":"action-3194","text":" Activate—Signal Flare Single Action (light, manipulate, primal) Frequency once per day; Effect You pull back Wintershot’s string and fire an arrow straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface like a ceiling. When it reaches its apex, it explodes in a brilliant burst, creating a 100-foot radius area of bright light and dim light in the next 100 feet. In the night sky, this beacon can be seen clearly for miles. The beacon remains lit for up to 1 minute in a color of your choice. Alternately, you can fire a Signal Flare like a normal arrow to attempt to strike a Target—if it hits, the arrow inflicts normal damage and attempts to counteract one darkness effect of your choice that affects the area you hit with a counteract rank of 7th and a counteract modifier of +26.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3194"},{"skill_mod":{},"summary":"You expend a number of charges from the kora to cast a spell from its list. Cantrip read aura 1st object reading 2nd augury …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3195","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Cast a Spell","id":"action-3195","text":" Activate Cast a Spell; Effect You expend a number of charges from the kora to cast a spell from its list. Cantrip read aura 1st object reading 2nd augury 3rd mind reading 4th read omens 5th vision of death 6th object reading ","category":"action","rarity":"common","slug":"action-3195"},{"skill_mod":{},"summary":"If the next activity you take this round is to cast banishment prepared from this grimoire, it counts as the extra cost of adding an object that …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3196","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":2,"id":"action-3196","text":" Activate—Cast Out Single Action (concentrate) Frequency once per day; Effect If the next activity you take this round is to cast banishment prepared from this grimoire, it counts as the extra cost of adding an object that is anathema to the creature and gives the creature a –2 circumstance penalty to its save. If the targeted creature is a demon, increase this to a –3 circumstance penalty.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3196"},{"skill_mod":{},"summary":"The inside back cover of What Doors We Open features a realistic depiction of a bejeweled door set in a stone wall. When you Open the Door Within, …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3197","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":2,"id":"action-3197","text":" Activate—Open the Door Within Single Action (manipulate) Effect The inside back cover of What Doors We Open features a realistic depiction of a bejeweled door set in a stone wall. When you Open the Door Within, you open that door to reveal an extradimensional space that otherwise functions identically to a type II spacious pouch.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3197"},{"skill_mod":{},"summary":"The Anima Robe billows as if in a blustery wind and attempts to Feint a creature you’re adjacent to.","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3198","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3198","text":" Activate—Billowing Distraction Two Actions (concentrate) Effect The Anima Robe billows as if in a blustery wind and attempts to Feint a creature you’re adjacent to.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3198"},{"skill_mod":{},"summary":"The robe’s hood rises up over your head, casting a 4th-rank illusory disguise to your specifications.","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3199","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3199","text":" Activate—Who Am I? Two Actions (concentrate) Effect The robe’s hood rises up over your head, casting a 4th-rank illusory disguise to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3199"},{"skill_mod":{},"summary":"The robe’s hem swishes, casting a 7th-rank illusory disguise to your specifications.","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3200","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3200","text":" Activate—Who Are We? Two Actions (concentrate) Frequency once per hour; Effect The robe’s hem swishes, casting a 7th-rank illusory disguise to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3200"},{"skill_mod":{},"summary":"An image of a creature shows up in the robe’s stitching, then appears to come to life; the robe casts an 8th-rank illusory creature to your …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3201","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3201","text":" Activate—Who Are They? Two Actions (concentrate) Frequency once per hour; Effect An image of a creature shows up in the robe’s stitching, then appears to come to life; the robe casts an 8th-rank illusory creature to your specifications. The robe can use an action to Sustain this activation for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3201"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from her list. Fiendbreaker can use this activation only if you’re holding the staff …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3202","frequency":"once per round","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Cast a Spell","id":"action-3202","text":" Activate Cast a Spell; Frequency once per round; Effect You expend a number of charges from the staff to cast a spell from her list. Fiendbreaker can use this activation only if you’re holding the staff and only if you haven’t used Fiendbreaker to Cast a Spell this round. Likewise, if Fiendbreaker Casts a Spell from the staff, you can’t activate the staff to Cast a Spell this round. Cantrip divine lance 1st sanctuary 2nd see the unseen 3rd anointed ground , holy light 4th clear mind , planar tether 5th banishment , divine wrath 6th holy light , spirit blast 7th divine decree , planar seal 8th divine wrath , holy light 9th banishment , divine decree ","category":"action","rarity":"common","slug":"action-3202"},{"skill_mod":{},"summary":" Fiendbreaker attempts to counteract an ongoing mental affect you’re suffering from, with a counteract rank of 9th and a +25 modifier to the roll …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3203","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3203","text":" Activate—Restore Mind Two Actions (concentrate) Frequency once per hour; Effect Fiendbreaker attempts to counteract an ongoing mental affect you’re suffering from, with a counteract rank of 9th and a +25 modifier to the roll (or a +30 modifier if the source of the mental effect on you was created by a fiend).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3203"},{"skill_mod":{},"summary":"The Guiding Star Orb creates a beam of bright light and fires it at a creature within 30 feet. That creature must attempt a DC 43 Fortitude save, …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3204","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, incapacitation, light, visual)","actions_number":4,"id":"action-3204","text":" Activate—Blinding Spark Two Actions (concentrate, incapacitation, light, visual) Effect The Guiding Star Orb creates a beam of bright light and fires it at a creature within 30 feet. That creature must attempt a DC 43 Fortitude save, after which that creature is temporarily immune to Blinding Spark for 24 hours. Critical Success The target is unaffected. Success The target is dazzled for 1 round. Failure The target is blinded for 1 round. Critical Failure The target is permanently blinded.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3204"},{"skill_mod":{},"summary":"By focusing, the Guiding Star Orb embeds your current location within. Thereafter, anyone who touches the Guiding Star Orb while casting a spell …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3205","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3205","text":" Activate—Embed Location Two Actions (concentrate) Effect By focusing, the Guiding Star Orb embeds your current location within. Thereafter, anyone who touches the Guiding Star Orb while casting a spell with the teleportation trait to travel to this location arrives precisely, without any inaccuracy at all. The Guiding Star Orb can have up to three locations embedded at a time; if this activity is used a fourth time, the new location replaces the oldest stored one.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3205"},{"skill_mod":{},"summary":"A shimmering magical archway appears next to you as the Guiding Star Orb casts a 9th-rank teleport to your specifications. If you’re teleporting to …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3206","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","id":"action-3206","text":" Activate—Momentary Aiudara (concentrate) Frequency once per day; Effect A shimmering magical archway appears next to you as the Guiding Star Orb casts a 9th-rank teleport to your specifications. If you’re teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location. If you’re teleporting to Lotusgate in Kyonin, this effect functions as interplanar teleport if you aren’t on the same plane as Kyonin.","category":"action","rarity":"common","slug":"action-3206"},{"skill_mod":{},"summary":"Poison wells up from the armor’s links to seep into the triggering creature’s body, causing it to suffer wracking pains as if it was being stung by …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"trigger":"A creature grapples you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3207","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, poison)","actions_number":1,"id":"action-3207","text":" Activate—Calistria’s Sting Reaction (concentrate, poison) Frequency once per day; Trigger A creature grapples you; Effect Poison wells up from the armor’s links to seep into the triggering creature’s body, causing it to suffer wracking pains as if it was being stung by thousands of angry wasps. The triggering creature takes 7d6 persistent poison damage (DC 34 basic Fortitude save); this persistent damage can’t be ended as long as the triggering creature continues to grapple you. Slithermaw’s Bane can’t activate Calistria’s Sting using his actions.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3207"},{"skill_mod":{},"summary":" Slithermaw’s Bane attempts to counteract a disease or poison affliction affecting you, with a counteract rank of 9th and a +25 modifier to …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3208","frequency":"once per minute","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3208","text":" Activate—Purge Toxins Two Actions (concentrate) Frequency once per minute; Effect Slithermaw’s Bane attempts to counteract a disease or poison affliction affecting you, with a counteract rank of 9th and a +25 modifier to the roll (+30 modifier if the source of the disease or poison effect on you was created by a fiend).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3208"},{"skill_mod":{},"summary":"You alter the exterior of the armor to better adapt to the surrounding terrain : aquatic , arctic , desert , forest , mountain , plains , sky, …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3209","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3209","text":" Activate—Adaptation Two Actions (concentrate) Frequency once per hour; Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore difficult terrain within the chosen environment and gain a +2 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You’re also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparations or the next time you activate it, whichever comes first.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3209"},{"skill_mod":{},"summary":" Soulcutter creates a pulse of restorative energy, rejuvenating those within a 30-foot emanation around you while castigating those in that area …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3210","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, healing, manipulate, vitality)","actions_number":4,"id":"action-3210","text":" Activate—Soothe Souls Two Actions (concentrate, healing, manipulate, vitality) Frequency once per hour; Effect Soulcutter creates a pulse of restorative energy, rejuvenating those within a 30-foot emanation around you while castigating those in that area who have no place in nature. Soulcutter can Sustain this activation for up to 1 minute. Living creatures that start their turn in the area regain 2d8 Hit Points, and any fiend or undead creature that starts their turn in the area takes 2d8 spirit damage (DC 38 basic Will save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3210"},{"skill_mod":{},"summary":" Soulcutter casts a 9th-rank weapon storm to your specification, but all damage caused by the spell is spirit damage. If used to damage a …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3211","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, manipulate, spirit)","actions_number":4,"id":"action-3211","text":" Activate—Soulcutting Storm Two Actions (concentrate, manipulate, spirit) Frequency once per hour; Effect Soulcutter casts a 9th-rank weapon storm to your specification, but all damage caused by the spell is spirit damage. If used to damage a creature that’s possessing another creature, this spell does no damage to the possessed creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3211"},{"skill_mod":{},"summary":" Soulcutter targets a demon she can see or hear within 30 feet, causing the blade’s green light to well up around the demon for a moment. The …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3212","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","actions_number":4,"id":"action-3212","text":" Activate—Shame Demon Two Actions (concentrate) Effect Soulcutter targets a demon she can see or hear within 30 feet, causing the blade’s green light to well up around the demon for a moment. The demon suffers the effects of its sin vulnerability, if it has any, and is then temporarily immune to Shame Demon for 24 hours. If Soulcutter’s partner wasn’t aware of the normal effects that trigger that demon’s sin vulnerability, they learn it at this time.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3212"},{"skill_mod":{},"summary":" Wintershot can’t use this activation. When you activate Auroral Shine, fire an arrow at a target. If you hit, instead of dealing damage with the …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3213","frequency":"once per minute","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(cold, concentrate, light)","actions_number":2,"id":"action-3213","text":" Activate—Auroral Shine Single Action (cold, concentrate, light) Frequency once per minute; Effect Wintershot can’t use this activation. When you activate Auroral Shine, fire an arrow at a target. If you hit, instead of dealing damage with the arrow, the creature struck must attempt a DC 43 Fortitude save. Critical Success The creature is unaffected. Success The creature is surrounded by shimmering lights akin to the aurora, causing it to become dazzled for 2 rounds. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it’s no longer concealed. Failure As success, but the creature also takes 6d6 persistent cold damage, and the lights affect the creature for 1 minute. Critical Failure As success, but the creature also takes 6d6 persistent cold damage, and the lights affect the creature for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3213"},{"skill_mod":{},"summary":" Wintershot fires an arrow-shaped construct of ice straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3214","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(light, manipulate)","actions_number":2,"id":"action-3214","text":" Activate—Signal Flare Single Action (light, manipulate) Frequency once per hour; Effect Wintershot fires an arrow-shaped construct of ice straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface like a ceiling. When it reaches its apex, it explodes in a brilliant burst, creating a 100-foot radius area of bright light and dim light in the next 100 feet. In the night sky, this beacon can be seen clearly for miles. The beacon remains lit for up to 1 minute in a color of Wintershot’s choice. Alternatively, Wintershot can fire this Signal Flare like a normal arrow to attempt to Strike a target her partner can see—if it hits, the arrow inflicts normal damage and attempts to counteract one darkness effect of Wintershot’s choice that affects the creature struck, with a counteract rank of 9th and a +25 modifier to the roll (+30 modifier if the source of the darkness effect was created by a fiend).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3214"},{"skill_mod":{},"summary":" Wintershot causes the deep chill of winter to settle upon a single creature she can see or hear within 30 feet. That creature must attempt a DC 43 …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3215","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(cold, concentrate, incapacitation)","actions_number":4,"id":"action-3215","text":" Activate—Rimecrust Two Actions (cold, concentrate, incapacitation) Effect Wintershot causes the deep chill of winter to settle upon a single creature she can see or hear within 30 feet. That creature must attempt a DC 43 Fortitude save, after which point they’re temporarily immune to Rimecrust for 24 hours. Critical Success The creature is unaffected. Success The creature’s discomfort and shivering from the sudden drop in temperature causes it to become off-guard until the start of its next turn. Creatures that are immune to cold are immune to this effect. Failure The creature becomes encrusted with ice. It becomes slowed 1 and off-guard for 1 minute, or until it Escapes from the crusting ice (DC 43). Critical Failure The creature is slowed 1 and restrained by crusting ice until it Escapes (DC 43). After it Escapes, it remains slowed 1 and off-guard for 1 minute from the lingering cold.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3215"},{"skill_mod":{},"summary":"You cast one of the following spells from the crown at 10th-rank: cleanse affliction , detect poison , heal , or light .","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3216","frequency":"once per minute","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Cast a Spell","id":"action-3216","text":" Activate—Invoke the Crown Cast a Spell Frequency once per minute; Effect You cast one of the following spells from the crown at 10th-rank: cleanse affliction , detect poison , heal , or light .","category":"action","rarity":"common","slug":"action-3216"},{"skill_mod":{},"summary":"You focus your thoughts, and the Viridian Crown shows you an image of an elf who has accepted your rule. You must know the elf’s name or have met …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3217","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate)","id":"action-3217","text":" Activate—View Subject (concentrate) Effect You focus your thoughts, and the Viridian Crown shows you an image of an elf who has accepted your rule. You must know the elf’s name or have met them in person. This functions as if the Viridian Crown cast scrying to your specifications. The target can resist the scrying effect with a DC 43 Will save if they wish.","category":"action","rarity":"common","slug":"action-3217"},{"skill_mod":{},"summary":"You draw upon the hope of the elven people, and exude these positive thoughts in a 60-foot emanation . You and all allies in this area gain a +3 …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3218","frequency":"once per hour","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, emotion, mental)","actions_number":2,"id":"action-3218","text":" Activate—Elven Hope Single Action (concentrate, emotion, mental) Frequency once per hour; Effect You draw upon the hope of the elven people, and exude these positive thoughts in a 60-foot emanation. You and all allies in this area gain a +3 status bonus to saving throws against mental effects. You can Sustain this Activation for up to 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3218"},{"skill_mod":{},"summary":"You touch the Viridian Crown , then pass your hand outward, palm down. A glorious and beautiful garden blossoms around you in a 30-foot emanation . …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3219","frequency":"three times per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3219","text":" Activate—Garden Sanctuary Two Actions (concentrate, manipulate) Frequency three times per day; Effect You touch the Viridian Crown , then pass your hand outward, palm down. A glorious and beautiful garden blossoms around you in a 30-foot emanation. The plants comprising this garden are of a type appropriate to the terrain, but if no plants are appropriate, you can choose the type. The garden’s plants actively move and twist to oppose passage by your enemies, and they treat the terrain as greater difficult terrain. As long as you begin your turn in the garden sanctuary, it gains the minion trait and can use its two actions to cast spells at your direction. The garden sanctuary’s spells are cast at 9th-rank, and it has 3 spell slots to cast spells each day. It can cast field of life , moment of renewal , or tree of seasons , treating its center as the point of origin for these spells as needed. The garden sanctuary persists until you use this activation again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3219"},{"skill_mod":{},"summary":"You twist the blade, causing a sliver of the dagger to break off inside the body of the creature you damaged with the apotheosis knife on your prior …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your previous action was a successful Strike with the apotheosis knife ","source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3220","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":2,"id":"action-3220","text":" Activate—Burrowing Splinter Single Action (manipulate) Frequency once per day; Requirements Your previous action was a successful Strike with the apotheosis knife ; Effect You twist the blade, causing a sliver of the dagger to break off inside the body of the creature you damaged with the apotheosis knife on your prior action. Just as the blade itself cuts away flesh, this splinter slices away at the target’s mind. The target must attempt a DC 43 Will save. If the target is a demon, the burrowing splinter automatically triggers the effects of their sin vulnerability, regardless of their saving throw result. Critical Success The target takes no additional damage. Success The target takes 6d6 mental damage and is stupefied 1 until the end of their next turn. Failure The target takes 6d6 persistent mental damage and is stupefied 1 with an unlimited duration. Critical Failure The target takes 12d6 persistent mental damage, is stupefied 1 with an unlimited duration, and is stunned 3.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3220"},{"skill_mod":{},"summary":"You affix the void shackles to a helpless or willing creature or to any 17th- or lower-level soul. The shackles grow in size to accommodate the …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3221","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":4,"id":"action-3221","text":" Activate—Affix Shackle Two Actions (manipulate) Effect You affix the void shackles to a helpless or willing creature or to any 17th- or lower-level soul. The shackles grow in size to accommodate the wrists or ankles of any size creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3221"},{"skill_mod":{},"summary":"You cause the void shackles to open and release their prisoner. If you were not the one to affix the shackles to that creature or soul, you must …","primary_source":"Pathfinder #212: A Voice in the Blight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3222","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"(manipulate)","actions_number":4,"id":"action-3222","text":" Activate—Release Shackle Two Actions (manipulate) Effect You cause the void shackles to open and release their prisoner. If you were not the one to affix the shackles to that creature or soul, you must attempt a DC 43 Will save. Critical Success The shackles open. Success The shackles open, but you and the shackled creature take 5d6 void damage. Failure The shackles do not open, and you and the shackled creature take 10d6 void damage. Critical Failure As failure, but 20d6 void damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3222"},{"skill_mod":{},"summary":"You expel smoke into an adjacent 5-foot square. All creatures in that area are concealed , and other creatures are concealed to them. The smoke …","primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3223","frequency":"once per minute","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"(manipulate)","actions_number":2,"id":"action-3223","text":" Activate—Spray Smoke Single Action (manipulate) Frequency once per minute; Effect You expel smoke into an adjacent 5-foot square. All creatures in that area are concealed, and other creatures are concealed to them. The smoke lasts for 1d4 rounds or until dispersed by strong wind.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3223"},{"skill_mod":{},"summary":"Your chetamog takes any combination of two Stride or Climb actions. It has a +10-foot circumstance bonus to its Speed during these Strides.","primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3224","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Scurry","actions_number":4,"id":"action-3224","text":" Scurry Two Actions Source Pathfinder #201: Pactbreaker pg. 88 --- Your chetamog takes any combination of two Stride or Climb actions. It has a +10-foot circumstance bonus to its Speed during these Strides.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3224"},{"skill_mod":{},"summary":"You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made …","primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3227","frequency":"once per day, plus overcharge","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Cast a Spell","id":"action-3227","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up.","category":"action","rarity":"common","slug":"action-3227"},{"skill_mod":{},"primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"trigger":"You are dying at the beginning of your turn.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3228","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"envision","actions_number":0,"id":"action-3228","text":" Activate Free Action envision Trigger You are dying at the beginning of your turn.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3228"},{"skill_mod":{},"summary":"You cast haste targeting yourself. In addition to the effects of the spell, visible primal energy surges over the armor for the duration. This …","primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3229","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"command, envision","actions_number":4,"id":"action-3229","text":" Activate Two Actions command , envision Frequency once per day; Effect You cast haste targeting yourself. In addition to the effects of the spell, visible primal energy surges over the armor for the duration. This has no mechanical impact.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3229"},{"skill_mod":{},"summary":"You bend \"divine\" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3230","frequency":"once per minute","weakness":{},"name":"(concentrate, manipulate, occult)","actions_number":4,"id":"action-3230","text":" Activate—Call Upon Razmir’s Benevolence Two Actions (concentrate, manipulate, occult) Frequency once per minute; Effect You bend \"divine\" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. If the target was unconscious, it regains consciousness and doesn't lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3230"},{"skill_mod":{},"summary":"You bend \"divine\" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of …","primary_source":"Divine Mysteries","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3231","frequency":"once per minute","weakness":{},"name":"(<%TRAITS%561%%>concentrate<%END>, <%TRAITS%645%%>manipulate<%END>, <%TRAITS%662%%>occult<%END>)","actions_number":4,"id":"action-3231","text":" Activate—Call Upon Razmir’s Benevolence Two Actions (concentrate, manipulate, occult) Frequency once per minute; Effect You bend \"divine\" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3231"},{"skill_mod":{},"primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You’re an expert in Reflex saves.","source":["Shining Kingdoms"],"trigger":"You become grabbed , immobilized , or restrained ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3233","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3233","text":" Activate Reaction (concentrate) Trigger You become grabbed, immobilized, or restrained; Requirements You’re an expert in Reflex saves.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3233"},{"skill_mod":{},"primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3234","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3234","text":" Activate Single Action (manipulate) ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3234"},{"skill_mod":{},"summary":"You call on the power of the warshard to load the screaming pinion with a bullet made of divine fury. The next attack from the gun deals spirit …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The screaming pinion is unloaded","source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3235","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3235","text":" Activate—Transcendent Shot Single Action (manipulate) Requirements The screaming pinion is unloaded; Effect You call on the power of the warshard to load the screaming pinion with a bullet made of divine fury. The next attack from the gun deals spirit damage, rather than its typical type, and on a critical hit, the target is subject to the weapon’s critical specialization effect. If the gun isn’t fired before the end of your next turn, the bullet disappears, and the gun becomes unloaded.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3235"},{"skill_mod":{},"summary":"The musket unleashes a piercing sound wave in a 70-foot line . Each creature in the area takes 8d10 sonic damage with a DC 30 basic Fortitude …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3236","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, sonic)","actions_number":4,"id":"action-3236","text":" Activate—Eagle’s Cry Two Actions (concentrate, manipulate, sonic) Frequency once per day; Effect The musket unleashes a piercing sound wave in a 70-foot line. Each creature in the area takes 8d10 sonic damage with a DC 30 basic Fortitude save. A creature that critically fails its save is also deafened. If the screaming pinion has a +3 potency rune, the DC increases to 35, and the damage increases to 10d10.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3236"},{"skill_mod":{},"summary":"You hide your tattoo from view. The tattoo is invisible for 1 day and can’t be detected by effects such as detect magic and read aura . You …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3237","weakness":{},"name":"(concentrate, illusion)","actions_number":2,"id":"action-3237","text":" Activate—Fade Single Action (concentrate, illusion) Effect You hide your tattoo from view. The tattoo is invisible for 1 day and can’t be detected by effects such as detect magic and read aura . You can Dismiss this effect. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3237"},{"skill_mod":{},"summary":"You lay your hand on a piece of text, and your tattoo makes a perfect copy of it, storing it as a ring of swirling letters surrounding the design. …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3238","frequency":"once per day","weakness":{},"name":"(concentrate, illusion, manipulate)","actions_number":4,"id":"action-3238","text":" Activate—Inscribe Two Actions (concentrate, illusion, manipulate) Frequency once per day; Effect You lay your hand on a piece of text, and your tattoo makes a perfect copy of it, storing it as a ring of swirling letters surrounding the design. The tattoo can hold text equivalent to two pages of a book, a single scroll, or a similar area of other surfaces, though it doesn’t replicate any magical effect or other special properties of the original words. You can Dismiss this effect, and when you Dismiss it, the tattoo copies the original text onto a blank writing surface you’re touching.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3238"},{"skill_mod":{},"summary":"The bacallia regurgitates a portion of its stomach’s contents as a ranged spit Strike that deals a base of 1d6 acid damage with a range increment …","primary_source":"Shining Kingdoms","trait_group":["Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3239","weakness":{},"name":"Spit","trait":["Flourish"],"actions_number":2,"id":"action-3239","text":" Spit Single Action Source Shining Kingdoms pg. 77 --- The bacallia regurgitates a portion of its stomach’s contents as a ranged spit Strike that deals a base of 1d6 acid damage with a range increment of 10 feet. The damage is 2d6 for a mature bacallia and 3d6 for a specialized one. A living creature hit with this Strike is also sickened 1 (sickened 2 on a critical hit).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3239"},{"skill_mod":{},"summary":"The keulia Leaps and then makes a bite Strike . As long as it moved at least 10 feet, its Strike deals an additional 1d6 piercing damage, or 2d6 …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3240","weakness":{},"name":"Lizard Leap","actions_number":4,"id":"action-3240","text":" Lizard Leap Two Actions Source Shining Kingdoms pg. 77 --- The keulia Leaps and then makes a bite Strike. As long as it moved at least 10 feet, its Strike deals an additional 1d6 piercing damage, or 2d6 piercing damage if your keulia is nimble or savage. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3240"},{"skill_mod":{},"summary":"The cragstone bear tucks itself into a ball and Strides twice in a straight line. It can make a slam Strike against one creature it’s adjacent to …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3241","weakness":{},"name":"Rolling Charge","actions_number":4,"id":"action-3241","text":" Rolling Charge Two Actions Source Shining Kingdoms pg. 100 --- The cragstone bear tucks itself into a ball and Strides twice in a straight line. It can make a slam Strike against one creature it’s adjacent to at any point during this movement. If the Strike is a critical hit, the target is also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3241"},{"skill_mod":{},"summary":"The giant rock tuatara detaches its tail to free itself from an enemy’s grip. It automatically Escapes and can Step . It then can’t use its tail …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The giant rock tuatara is grabbed or restrained .","source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3242","frequency":"once per 10 minutes","weakness":{},"name":"Tail Escape","actions_number":2,"id":"action-3242","text":" Tail Escape Single Action Source Shining Kingdoms pg. 100 Frequency once per 10 minutes Requirements The giant rock tuatara is grabbed or restrained. --- The giant rock tuatara detaches its tail to free itself from an enemy’s grip. It automatically Escapes and can Step. It then can’t use its tail slam Strike until it can regenerate its tail, which takes 10 minutes or an application of healing magic that restores Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3242"},{"skill_mod":{},"summary":"The caster must roll the spell attack roll twice and take the worse result.","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"trigger":"You’re the target of a spell with a spell attack roll ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3243","frequency":"once per day","weakness":{},"name":"(concentrate, misfortune)","actions_number":1,"id":"action-3243","text":" Activate—Rebuff Magic Reaction (concentrate, misfortune) Frequency once per day; Trigger You’re the target of a spell with a spell attack roll; Effect The caster must roll the spell attack roll twice and take the worse result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3243"},{"skill_mod":{},"summary":"The memory ribbon grants you a +2 item bonus to the triggering skill check to Recall Knowledge. Afterward, the ribbon becomes non-magical.","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"trigger":"You attempt a skill check to Recall Knowledge but haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3244","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-3244","text":" Activate—Read the Ribbon's Story Free Action (concentrate) Trigger You attempt a skill check to Recall Knowledge but haven’t rolled yet; Effect The memory ribbon grants you a +2 item bonus to the triggering skill check to Recall Knowledge. Afterward, the ribbon becomes non-magical.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3244"},{"skill_mod":{},"summary":"You regain 3d10 Hit Points.","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3245","frequency":"once per day","weakness":{},"name":"(concentrate, healing, vitality)","actions_number":2,"id":"action-3245","text":" Activate—Gift of Life Single Action (concentrate, healing, vitality) Frequency once per day; Effect You regain 3d10 Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3245"},{"skill_mod":{},"summary":"You command a creature within 30 feet to Stride away from you, drop prone , or release one item it’s holding. The creature can choose to perform …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3246","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, linguistic, mental)","actions_number":2,"id":"action-3246","text":" Activate—Vow Unbreakable Single Action (auditory, concentrate, linguistic, mental) Frequency once per day; Effect You command a creature within 30 feet to Stride away from you, drop prone, or release one item it’s holding. The creature can choose to perform that action as the first action on its next turn; if it doesn’t, it takes 4d6 mental damage (DC 20 basic Will save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3246"},{"skill_mod":{},"summary":"Protective energy releases in a 10-foot emanation , granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3247","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3247","text":" Activate—Protect the Clan! Single Action (concentrate) Frequency once per day; Effect Protective energy releases in a 10-foot emanation, granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3247"},{"skill_mod":{},"summary":"Your gray bladeling attempts to inject a malevolent soul fragment into a victim to seize control of their actions. The gray bladeling makes a blade …","primary_source":"Shining Kingdoms","trait_group":["Affliction","Mechanics","Tradition"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3248","frequency":"once per hour","weakness":{},"name":"Possessing Strike","trait":["Curse","Mental","Occult"],"actions_number":4,"id":"action-3248","text":" Possessing Strike Two Actions Source Shining Kingdoms pg. 123 Frequency once per hour --- Your gray bladeling attempts to inject a malevolent soul fragment into a victim to seize control of their actions. The gray bladeling makes a blade Strike against a living creature. If it hits and deals damage, the target must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, the target is temporarily immune to Possessing Strike for 24 hours. Critical Success The target is unaffected. Success The target fights off the possessing soul fragment but is stunned 1. Failure The target is confused for 1 round and can’t use offensive actions against you or your gray bladeling. Critical Failure As failure, but if the target takes damage from an attack or spell, the DC of the flat check to recover from the confusion is 15.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3248"},{"skill_mod":{},"summary":"Your severed head violently shakes itself back and forth, trying to tear away a mouthful of flesh. It makes another jaws Strike against the same …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The severed head’s last action was a successful jaws Strike.","source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3249","weakness":{},"name":"Gnash","actions_number":2,"id":"action-3249","text":" Gnash Single Action Source Shining Kingdoms pg. 123 Requirements The severed head’s last action was a successful jaws Strike. --- Your severed head violently shakes itself back and forth, trying to tear away a mouthful of flesh. It makes another jaws Strike against the same target. If the Strike hits, it deals 1d6 persistent bleed damage in addition to its usual damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3249"},{"skill_mod":{},"summary":" Stride up to half your Speed. The crystals ring out with pleasant-sounding chimes that reverberate painfully in the ears of others. Each creature …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3250","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, sonic)","actions_number":2,"id":"action-3250","text":" Activate—Chiming Steps Single Action (auditory, concentrate, sonic) Frequency once per day; Effect Stride up to half your Speed. The crystals ring out with pleasant-sounding chimes that reverberate painfully in the ears of others. Each creature that you pass adjacent to during your Stride takes 4d8 sonic damage (DC 24 basic Fortitude save); a creature takes this damage only once. A creature who critically fails the save is also deafened for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3250"},{"skill_mod":{},"summary":"You arrange the shawl on your shoulders to gain the benefits of a season of your choice until your next daily preparations. If the season you choose …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3251","frequency":"once per day","weakness":{},"name":"10 minutes (concentrate)","id":"action-3251","text":" Activate—Change of Seasons 10 minutes (concentrate) Frequency once per day; Effect You arrange the shawl on your shoulders to gain the benefits of a season of your choice until your next daily preparations. If the season you choose is the current season, you also gain a +1 item bonus to Fortitude saving throws. Spring The shawl becomes smooth silk covered in delicate flowers. You gain a +5-foot item bonus to your Speed. Summer The shawl becomes light cotton with the hues of fresh grass. You’re protected from the effects of severe heat. Fall The shawl becomes thin leather with an ombre of red and orange leaves. You treat falls as 10 feet shorter. Winter The shawl becomes warm wool as white as snow. You’re protected from the effects of severe cold. ","category":"action","rarity":"common","slug":"action-3251"},{"skill_mod":{},"summary":"You transform the fan into a wooden buckler or vice versa.","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3252","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3252","text":" Activate—Unfurl Fan Single Action (manipulate) Effect You transform the fan into a wooden buckler or vice versa.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3252"},{"skill_mod":{},"summary":"You cast locate at 5th rank to learn the location of one of the following of your choice: the nearest Lion Blade safe house, shadow school, Lion …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3253","frequency":"once per day","weakness":{},"name":"(arcane, concentrate, manipulate)","actions_number":6,"id":"action-3253","text":" Activate—Find the Pride Three Actions (arcane, concentrate, manipulate) Frequency once per day; Effect You cast locate at 5th rank to learn the location of one of the following of your choice: the nearest Lion Blade safe house, shadow school, Lion Blade agent, Lion Blade kith, or a person other than yourself who’s in possession of a lion’s call .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3253"},{"skill_mod":{},"summary":"You immediately learn the location and appearance of the triggering creature. You can communicate telepathically with the triggering creature while …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"trigger":"A creature locates you using another lion’s call ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3254","frequency":"once per day","weakness":{},"name":"(arcane, concentrate)","actions_number":1,"id":"action-3254","text":" Activate—Echo the Call Reaction (arcane, concentrate) Frequency once per day; Trigger A creature locates you using another lion’s call ; Effect You immediately learn the location and appearance of the triggering creature. You can communicate telepathically with the triggering creature while you remain within 1 mile of each other for the next hour.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3254"},{"skill_mod":{},"summary":"You cast message at 1st rank to a target that you know is also wearing a lion’s pelt uniform. If you and the target share an insignia, the …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3255","frequency":"once per hour","weakness":{},"name":"(arcane, concentrate)","actions_number":2,"id":"action-3255","text":" Activate—Contact Ally Single Action (arcane, concentrate) Frequency once per hour; Effect You cast message at 1st rank to a target that you know is also wearing a lion’s pelt uniform. If you and the target share an insignia, the spell is heightened to 3rd rank.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3255"},{"skill_mod":{},"summary":"The hunting dog makes a single bark that only you and a single target of your choice within 30 feet can hear. If the target is a supporter of …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3256","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate, subtle)","actions_number":4,"id":"action-3256","text":" Activate—Bark Two Actions (concentrate, manipulate, subtle) Frequency once per hour; Effect The hunting dog makes a single bark that only you and a single target of your choice within 30 feet can hear. If the target is a supporter of Eutropia, you gain a +2 circumstance bonus to Diplomacy checks against them for the next minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3256"},{"skill_mod":{},"summary":"You gain the ability to communicate with nature as if you were a part of it. You cast telepathy at 6th rank, which can only be used to …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3257","frequency":"once per hour","weakness":{},"name":"(concentrate, mental)","actions_number":4,"id":"action-3257","text":" Activate—Primal Empathy Two Actions (concentrate, mental) Frequency once per hour; Effect You gain the ability to communicate with nature as if you were a part of it. You cast telepathy at 6th rank, which can only be used to communicate with creatures that have the primal trait.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3257"},{"skill_mod":{},"summary":"The Grogrisant’s legendary strength and reflexes empower your movement. You Leap, doubling the vertical and horizontal distance of your Leap …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3258","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3258","text":" Activate—Grogrisant Leap Single Action (concentrate) Frequency once per day; Effect The Grogrisant’s legendary strength and reflexes empower your movement. You Leap, doubling the vertical and horizontal distance of your Leap action. If you land adjacent to a creature, you can Strike that creature once as part of this action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3258"},{"skill_mod":{},"primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3259","weakness":{},"name":"Interact","actions_number":2,"id":"action-3259","text":" Activate Single Action Interact ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3259"},{"skill_mod":{},"summary":"The dread ampoule atomizes, creating a fear‑inducing mist that hangs around your face for 3 rounds. The mist grants an item bonus to Intimidation …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A dread ampoule is installed in the helm","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3260","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3260","text":" Activate Single Action (manipulate) Requirements A dread ampoule is installed in the helm; Effect The dread ampoule atomizes, creating a fear‑inducing mist that hangs around your face for 3 rounds. The mist grants an item bonus to Intimidation checks equal to the dread ampoule’s item bonus. The mist also deals mental damage equal to the dread ampoule’s splash damage to all creatures within a 5-foot emanation other than you. The activation uses up the dread ampoule, and the helm can’t be activated again until a new one is installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3260"},{"skill_mod":{},"summary":"Slithering vines grow from the armor, granting an item bonus to Athletics checks to Grapple , to your Fortitude DC to resist Grapple, Disarm , or …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"An elixir of life is installed in the armor","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3261","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3261","text":" Activate Single Action (manipulate) Requirements An elixir of life is installed in the armor; Effect Slithering vines grow from the armor, granting an item bonus to Athletics checks to Grapple, to your Fortitude DC to resist Grapple, Disarm, or Shove attempts, and to your Reflex DC to resist Trip attempts. The bonus is equal to the elixir’s item bonus, and lasts for 3 rounds. The activation uses up the elixir, and the armor can’t be activated again until a new one is installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3261"},{"skill_mod":{},"summary":"The shield becomes an electromagnet for 3 rounds. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A bottled lightning is installed in the shield","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3262","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3262","text":" Activate Single Action (manipulate) Requirements A bottled lightning is installed in the shield; Effect The shield becomes an electromagnet for 3 rounds. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to Disarm attempts against that weapon until the end of your next turn. The activation uses up the bottled lightning, and the shield can’t be activated again until a new one is installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3262"},{"skill_mod":{},"summary":"The leather weeps slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask’s item bonus. The protoplasm …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"An acid flask is installed in the armor","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3263","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3263","text":" Activate Single Action (manipulate) Requirements An acid flask is installed in the armor; Effect The leather weeps slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask’s item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask’s splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The activation uses up the acid flask, and the armor can’t be activated again until a new one is installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3263"},{"skill_mod":{},"summary":"The armor powers up for 10 minutes. While it’s powered up, add the bottled lightning’s item bonus to your Athletics checks to Force Open , High …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A bottled lightning is installed in the shield","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3264","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3264","text":" Activate Single Action (manipulate) Requirements A bottled lightning is installed in the shield; Effect The armor powers up for 10 minutes. While it’s powered up, add the bottled lightning’s item bonus to your Athletics checks to Force Open, High Jump, Long Jump, and Shove. The armor’s Strength requirement is lowered by 1, or by 2 if the loaded bottled lightning’s item bonus to attack rolls is +3 or higher. The armor’s normal penalties still apply, based on this altered Strength. The activation uses up the bottled lightning, and the armor can’t be activated again until a new one is installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3264"},{"skill_mod":{},"summary":"The trigger detonates any number of attuned bombs within 60 feet of it. You choose which ones to detonate. A bomb detonated by remote trigger deals …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3265","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3265","text":" Activate Single Action (manipulate) Effect The trigger detonates any number of attuned bombs within 60 feet of it. You choose which ones to detonate. A bomb detonated by remote trigger deals its splash damage to any creature in its square.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3265"},{"skill_mod":{},"summary":"The extruder converts the glue bomb into a 30-foot rope , whip , or net , depending on the nozzle die you choose when activating the device. The …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A glue bomb is installed in the extruder","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3266","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3266","text":" Activate Single Action (manipulate) Requirements A glue bomb is installed in the extruder; Effect The extruder converts the glue bomb into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to Escape a created rope (if used to bind a creature) or net is equal to the consumed glue bomb’s DC and Escaping destroys the created object.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3266"},{"skill_mod":{},"summary":"The glow rod burns to dust in a single focused flash, creating a 30-foot cone of scintillating light. Each creature in the cone must attempt a DC …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A glow rod is installed in the dazzler","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3267","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3267","text":" Activate Single Action (manipulate) Requirements A glow rod is installed in the dazzler; Effect The glow rod burns to dust in a single focused flash, creating a 30-foot cone of scintillating light. Each creature in the cone must attempt a DC 24 Fortitude save, with the following effects. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round or until it spends an Interact action to rub its eyes, ending the blinded condition. Critical Failure The creature is blinded for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3267"},{"skill_mod":{},"summary":"Regenerating tissue from the armor fills your wounds for 8 rounds. At the start of each of your turns, you regain Hit Points equal to the level of …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Two elixirs of life are installed in the armor","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3268","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3268","text":" Activate Single Action (manipulate) Requirements Two elixirs of life are installed in the armor; Effect Regenerating tissue from the armor fills your wounds for 8 rounds. At the start of each of your turns, you regain Hit Points equal to the level of the loaded elixirs. Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. If you take electricity or fire damage, the armor deactivates until the end of your next turn. (Similar armor from other types of trolls might be deactivated by different damage types.) In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The activation uses up the elixirs, and the armor can’t be activated again until two new ones are installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3268"},{"skill_mod":{},"summary":"You cause the arm to become corporeal until the end of your turn, allowing you to use it to make Strikes or grasp objects. It remains corporeal if …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3269","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3269","text":" Activate Single Action (concentrate) Effect You cause the arm to become corporeal until the end of your turn, allowing you to use it to make Strikes or grasp objects. It remains corporeal if you’re holding an item or it’s wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage are magical. If they’re already magical, they instead gain the effect of the ghost touch property rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3269"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Add the cleric spells granted by your deity to the list for their rank …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3270","weakness":{},"name":"Cast a Spell","id":"action-3270","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Add the cleric spells granted by your deity to the list for their rank and each higher rank. For example, a zealot staff of Sarenrae would add breathe fire at 1st through 7th rank, fireball at 3rd through 7th rank, and wall of fire at 4th through 7th rank.","category":"action","rarity":"common","slug":"action-3270"},{"skill_mod":{},"summary":"The beads cast 5th-rank vital luminance .","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3271","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3271","text":" Activate Cast a Spell; Frequency once per day; Effect The beads cast 5th-rank vital luminance .","category":"action","rarity":"common","slug":"action-3271"},{"skill_mod":{},"summary":"The bomb shifts numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold , electricity , fire , …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A lodgestone bomb is installed in the armor","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3272","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3272","text":" Activate Single Action (manipulate) Requirements A lodgestone bomb is installed in the armor; Effect The bomb shifts numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb’s splash damage. These effects last for 20 minutes, but each time you’re hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can’t be deactivated. The activation uses up the lodestone bomb, and the armor can’t be activated again until a new one is installed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3272"},{"skill_mod":{},"summary":"The metal points dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect …","primary_source":"Pathfinder #178: Punks in a Powderkeg","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"A mutagen is loaded in the collar","source":["Pathfinder #178: Punks in a Powderkeg"],"trigger":"You roll initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3273","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"(manipulate)","actions_number":0,"id":"action-3273","text":" Activate Free Action (manipulate) Trigger You roll initiative; Requirements A mutagen is loaded in the collar; Effect The metal points dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3273"},{"skill_mod":{},"summary":"You hold the jar aloft, and a nimbus of crimson energy surrounds your body. You gain a +2 circumstance bonus to AC until the start of your next turn.","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3274","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3274","text":" Activate—Raise Jar Single Action (manipulate) Effect You hold the jar aloft, and a nimbus of crimson energy surrounds your body. You gain a +2 circumstance bonus to AC until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3274"},{"skill_mod":{},"summary":"You make a loud and clear proclamation of your resilience (such as “I will not fall to the hands of my enemies!”). You gain resistance to void …","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You worship Arazni or are favored by her","source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3275","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-3275","text":" Activate—Proclaim Resilence Two Actions (concentrate) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You make a loud and clear proclamation of your resilience (such as “I will not fall to the hands of my enemies!”). You gain resistance to void damage equal to your level until the beginning of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3275"},{"skill_mod":{},"summary":"You gain temporary Hit Points equal to your level for 1 round.","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Claws of the Tyrant"],"trigger":"You critically succeed on an attack roll, saving throw, or skill check while in encounter mode ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3276","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3276","text":" Activate—Embolden Reaction (concentrate) Frequency once per hour; Trigger You critically succeed on an attack roll, saving throw, or skill check while in encounter mode; Effect You gain temporary Hit Points equal to your level for 1 round.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3276"},{"skill_mod":{},"summary":"You hold the Liver Bloodstone aloft, and the Bloodstone glows with crimson light, filling you and your allies with Arazni’s wrath. The Liver …","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You worship Arazni or are favored by her","source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3277","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3277","text":" Activate—Arazni's Fervor Two Actions (concentrate, manipulate) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You hold the Liver Bloodstone aloft, and the Bloodstone glows with crimson light, filling you and your allies with Arazni’s wrath. The Liver Bloodstone casts bless . For the next minute, you can use a free action at the beginning of each of your turns to increase the spell’s emanation radius by 10 feet. You can’t increase the emanation’s radius in any other way.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3277"},{"skill_mod":{},"summary":"You allow the pain to resonate within you, making you stronger. You gain a +1 status bonus to your next Strike or spell attack before the end of …","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Claws of the Tyrant"],"trigger":"You take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3278","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3278","text":" Activate—Strength through Pain Reaction (concentrate) Frequency once per hour; Trigger You take damage; Effect You allow the pain to resonate within you, making you stronger. You gain a +1 status bonus to your next Strike or spell attack before the end of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3278"},{"skill_mod":{},"summary":"You point your finger at a creature within 60 feet that has wronged you, and you verbally admonish them. The creature takes 1d4 mental damage for …","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You worship Arazni or are favored by her","source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3279","frequency":"once per day","weakness":{},"name":"(auditory, emotion, incapacitation, mental)","actions_number":4,"id":"action-3279","text":" Activate—Admonish Two Actions (auditory, emotion, incapacitation, mental) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You point your finger at a creature within 60 feet that has wronged you, and you verbally admonish them. The creature takes 1d4 mental damage for every level you have (basic Will save against your class DC). On a failed save, the creature is also stunned 1 (stunned 3 on a critical failure).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3279"},{"skill_mod":{},"summary":"You Step or Stride , treating both difficult and greater difficult terrain as normal terrain during the movement. For each additional action you …","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You aren’t immobilized ","source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3280","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3280","text":" Activate—Sure Footing Single Action to Three Actions (concentrate) Frequency once per hour; Requirements You aren’t immobilized; Effect You Step or Stride, treating both difficult and greater difficult terrain as normal terrain during the movement. For each additional action you spend, you can Step or Stride again with the same benefits. If you have a climb or fly Speed, you can instead Climb or Fly respectively.","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-3280"},{"skill_mod":{},"summary":"The confused , controlled , grabbed , immobilized , paralyzed , petrified , and restrained conditions, as well as any Speed penalties …","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You worship Arazni or are favored by her","source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3281","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-3281","text":" Activate—Break Bonds Free Action (concentrate) Frequency once per day; Requirements You worship Arazni or are favored by her; Effect The confused, controlled, grabbed, immobilized, paralyzed, petrified, and restrained conditions, as well as any Speed penalties affecting you, immediately end unless the effect is magical and of 12th level or higher. You can use this ability even if your actions are restricted or otherwise decided for you (such as being confused or controlled).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3281"},{"skill_mod":{},"summary":"You hold the chalice and call out Iomedae’s name. The chalice casts dispelling globe with a +19 modifier to its counteract check.","primary_source":"Claws of the Tyrant","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3282","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3282","text":" Activate—Iomedae's Blessing Two Actions (concentrate, manipulate) Frequency once per hour; Effect You hold the chalice and call out Iomedae’s name. The chalice casts dispelling globe with a +19 modifier to its counteract check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3282"},{"skill_mod":{},"summary":"You use your understanding of the magic animating these shadows and attempt to rend them. Attempt an Arcana , Nature , Occultism , or Religion …","primary_source":"Pathfinder #213: Thirst for Blood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are trained in Arcana, Nature, Occultism or Religion","source":["Pathfinder #213: Thirst for Blood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3283","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate, manipulate)","actions_number":2,"id":"action-3283","text":" Activate—Disrupt Shadows Single Action (concentrate, manipulate) Requirements You are trained in Arcana, Nature, Occultism or Religion; Effect You use your understanding of the magic animating these shadows and attempt to rend them. Attempt an Arcana, Nature, Occultism, or Religion check against the Will DC of a shadow creature within 30 feet. Critical Success The creature takes 1d6 mental damage and becomes dazzled for 1 round. Success The creature takes 1d6 mental damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3283"},{"skill_mod":{},"summary":"The blood-drinker blade guides your hand to cut a foe and feeds you from their blood. Make a Strike with the blade. On a hit, the attack deals an …","primary_source":"Pathfinder #213: Thirst for Blood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3284","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentration)","actions_number":4,"id":"action-3284","text":" Activate—Drink Life Two Actions (concentrate) Frequency once per day; Effect The blood-drinker blade guides your hand to cut a foe and feeds you from their blood. Make a Strike with the blade. On a hit, the attack deals an additional 1d8 persistent bleed damage. You also gain 1d8 temporary Hit Points for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3284"},{"skill_mod":{},"summary":"The blade’s power draws even more blood from your victim. The required creature takes 6d6 bleed damage. You gain temporary Hit Points equal to half …","primary_source":"Pathfinder #213: Thirst for Blood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your most recent action was to successfully deal bleed damage to a creature with Drain Life ","source":["Pathfinder #213: Thirst for Blood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3285","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentration)","actions_number":2,"id":"action-3285","text":" Activate—Exsanguinate Single Action (concentrate) Frequency once per day; Requirements Your most recent action was to successfully deal bleed damage to a creature with Drain Life; Effect The blade’s power draws even more blood from your victim. The required creature takes 6d6 bleed damage. You gain temporary Hit Points equal to half the bleed damage the creature takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3285"},{"skill_mod":{},"summary":"You program the clockwork sun’s motions and periods of illumination over the course of a 24-hour cycle. The clockwork sun follows this cycle exactly …","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #214: The Broken Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3286","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate, manipulate)","id":"action-3286","text":" Activate—Set Cycle (concentrate, manipulate) Effect You program the clockwork sun’s motions and periods of illumination over the course of a 24-hour cycle. The clockwork sun follows this cycle exactly and must return to its starting point at the end of each cycle. If it does so, the act of the cycle automatically winds the clockwork sun, and it repeats the cycle. A clockwork sun that encounters an unexpected barrier can navigate simple blockades by moving around or climbing over them—as such, many users set a clockwork sun’s cycle to take less time than 24 hours, giving the artifact plenty of time to return to its starting spot if it’s forced take detours. As part of setting the clockwork sun’s cycle, you also determine the periods during which the artifact is illuminated; the total illumination time can’t be longer than half the sun’s total cycle time (typically 12 hours). While illuminated, a clockwork sun sheds bright light equivalent to that of a sunny day to a radius of 1 mile. A sighted creature that ends their turn within 20 feet of an illuminated clockwork sun and didn’t Avert Gaze during their turn must succeed at a DC 43 Fortitude save or be dazzled for 1 minute (blinded for 1 minute on a critical failure). Creatures at a further distance can look directly at the light without fear, as it’s not as intense as true sunlight. Creatures that are vulnerable to sunlight (such as deros or vampires) do not treat the light of a clockwork sun as true sunlight, but if they start their turn within the illumination, they must succeed at a DC 43 Will save or become sickened 1 (sickened 2 on a critical failure) from the minor but discomforting pain the near sunlight induces.","category":"action","rarity":"common","slug":"action-3286"},{"skill_mod":{},"summary":"A failed check becomes a success, and a critical failure becomes a failure.","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #214: The Broken Palace"],"trigger":"You fail or critically fail a check using the essence charm's chosen skill","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3287","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate)","actions_number":1,"id":"action-3287","text":" Activate—Lucky Charm Reaction (concentrate) Frequency once per day; Trigger You fail or critically fail a check using the essence charm's chosen skill; Effect A failed check becomes a success, and a critical failure becomes a failure.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3287"},{"skill_mod":{},"summary":"The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line , dealing 4d12 spirit damage to all creatures in the area (DC 22 …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3288","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate, divine, holy light, spirit)","actions_number":4,"id":"action-3288","text":" Activate—Moonbeam Two Actions (concentrate, divine, holy, light, spirit) Frequency once per day; Effect The crescent aeon stone fires a blast of silvery moonlight in a 100-foot line, dealing 4d12 spirit damage to all creatures in the area (DC 22 basic Reflex save). This is silver damage for the purposes of weaknesses, resistances, and the like.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3288"},{"skill_mod":{},"summary":"The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3289","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"","actions_number":2,"id":"action-3289","text":" Activate—Flicker Single Action ; Frequency once per day; Effect The flickering aeon stone draws you slightly out of sync with the flow of time, causing you to flicker in and out of existence. You become concealed for 1 minute, but you can’t use this concealment to Hide or Sneak.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3289"},{"skill_mod":{},"summary":"The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3290","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"","actions_number":2,"id":"action-3290","text":" Activate—Enter Stasis Single Action ; Frequency once per day; Effect The flickering aeon stone pulls you from the flow of time completely, placing you in temporary stasis while you heal, then returning you to reality at the moment you left. You regain 2d10+8 Hit Points. If you have the clumsy, drained, enfeebled, or stupefied condition, the value of each of these conditions is reduced by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3290"},{"skill_mod":{},"summary":"You shout at a foe within 60 feet, compelling them to stand in place and drop everything they’re holding. The target attempts a DC 23 Will save with …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3291","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(auditory, concentrate, incapacitation, linguistic, mental)","actions_number":2,"id":"action-3291","text":" Activate—Authoritative Command Single Action (auditory, concentrate, incapacitation, linguistic, mental) Effect You shout at a foe within 60 feet, compelling them to stand in place and drop everything they’re holding. The target attempts a DC 23 Will save with the following results. Critical Success The target is unaffected. Success The target is slowed 1 as it does one of the following at the beginning of its next turn: stand in place or release what it’s holding. Failure The target is slowed 2 as it stands in place and releases what it’s holding at the beginning of its next turn. Critical Failure The target is slowed 3 as it spends its next turn to stand in place, release what it’s holding, and place its hands in the air.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3291"},{"skill_mod":{},"summary":"When you Activate a gravity inverter, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, this metallic …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3292","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(manipulate)","actions_number":4,"id":"action-3292","text":" Activate Two Actions (manipulate) Effect When you Activate a gravity inverter, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, this metallic device implodes, creating a 10-foot-radius, 40-foot-tall cylinder of unstable gravity that lasts for 4 rounds. All creatures and objects in the area when a gravity inverter is activated, who enter the area, or who begin their turn in the area float upward 10 feet, stopping harmlessly if they collide with a solid object or reach the top of the cylinder. While floating, a creature is off-guard and can’t move unless they Push Off a surface or Fly. Pushing Off is a single action that has the move trait, allowing the creature to move half its Speed in a straight line through the area (if the creature remains in the area, this momentum will be disrupted by the gravity inverter at the beginning of the creature’s next turn, as noted above). At the end of the duration, this gravity well fades—all creatures floating fall to the ground, taking falling damage as appropriate. Creatures who can fly are immune to this fall damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3292"},{"skill_mod":{},"summary":"You instantly shrink, becoming Tiny in size. Your equipment shrinks with you but returns to its original size if removed. While Tiny, your reach …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3293","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3293","text":" Activate—Miniaturize Me! Two Actions (concentrate, manipulate) Frequency once per day; Effect You instantly shrink, becoming Tiny in size. Your equipment shrinks with you but returns to its original size if removed. While Tiny, your reach changes to 0 feet. You remain Tiny for 10 minutes, but you can Dismiss this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3293"},{"skill_mod":{},"summary":"You instinctively trigger the miniaturization module and wiggle free, then move and grow larger, seemingly escaping in a flicker of motion. You …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"trigger":"You become grabbed , immobilized , or restrained ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3294","frequency":"once per day","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"","actions_number":1,"id":"action-3294","text":" Activate—Miraculous Escape Reaction ; Frequency once per day; Trigger You become grabbed, immobilized, or restrained; Effect You instinctively trigger the miniaturization module and wiggle free, then move and grow larger, seemingly escaping in a flicker of motion. You become Tiny, then attempt to Escape the triggering effect, gaining a +4 circumstance bonus to this check. If you successfully Escape, you Step into an adjacent space. Regardless of the result, you then return to your original size.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3294"},{"skill_mod":{},"summary":"When you Activate a nap gas dispenser, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, the metallic …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3295","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(manipulate)","actions_number":2,"id":"action-3295","text":" Activate Single Action ( <%TRAITS%645%%manipulate <%END>) Effect When you Activate a nap gas dispenser, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, the metallic canister instantly disperses knockout gas in a 15-foot burst. Creatures in the area must attempt a DC 23 Fortitude save, with the following results. This is a poison and incapacitation effect. Critical Success The creature is unaffected. Success The creature takes a –2 status penalty to Perception checks and is slowed 1 for 1 round. Failure The creature is slowed 1 for 1 minute. At the end of their next turn, they fall prone and fall unconscious for 1 minute. A creature can Interact to shake the creature awake as normal, but this doesn’t shorten the duration of the slowed condition. Critical Failure As failure, but the creature is slowed 1 for 1 hour and it takes three Interact actions to wake them.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3295"},{"skill_mod":{},"summary":"You place the written formula for an item into the schematic scanner and view it through the mounted lenses, magically storing a copy of the …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3296","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(manipulate)","actions_number":6,"id":"action-3296","text":" Activate—Store Schematics Three Actions (manipulate) Effect You place the written formula for an item into the schematic scanner and view it through the mounted lenses, magically storing a copy of the formula inside the schematic scanner .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3296"},{"skill_mod":{},"summary":"You place an item in front of the schematic scanner , then view the item through the mounted lenses, magically learning the formula for the targeted …","primary_source":"Pathfinder #215: To Blot Out the Sun","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3297","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(manipulate)","id":"action-3297","text":" Activate—Reverse Engineer Schematics (manipulate) Effect You place an item in front of the schematic scanner , then view the item through the mounted lenses, magically learning the formula for the targeted item, without disassembling or causing harm to the item, and storing the formula in the schematic scanner . Reverse engineering a formula in this way takes 10 minutes and doesn’t cost any gold.","category":"action","rarity":"common","slug":"action-3297"},{"skill_mod":{},"summary":"You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own …","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The essence forge doesn’t currently contain any stored essence","source":["Pathfinder #214: The Broken Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3298","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"1 minute (concentrate, healing, manipulate)","id":"action-3298","text":" Activate—Prime the Forge 1 minute (concentrate, healing, manipulate) Requirements The essence forge doesn’t currently contain any stored essence; Effect You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own magical potential to consume the materials. The combined gp value of the raw materials sets the maximum price of the item you can craft with the essence forge . An essence forge’s receptacle can hold no more than 3 Bulk of raw materials, so coins, gemstones, or small valuable objects or items make for the best sources of fuel. Attempt an Arcana, Nature, Occultism, or Religion check as appropriate for the tradition of essence forge you’re using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) you’re using. Critical Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Additional essence overflows back into you, granting an item bonus to the skill you used to Prime the Forge for the next 24 hours. The size of the item bonus depends on the type of the forge. Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Failure The raw materials are consumed, but the burn is inefficient, and the essence forge stores essence equal to half the value of the raw materials. Critical Failure The raw materials are consumed and lost, but no essence is stored in the forge; the raw materials are wasted.","category":"action","rarity":"common","slug":"action-3298"},{"skill_mod":{},"summary":"You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula …","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued ","source":["Pathfinder #214: The Broken Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3299","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"2 hours (concentrate, manipulate)","id":"action-3299","text":" Activate—Craft an Item 2 hours (concentrate, manipulate) Requirements The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued; Effect You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula you have and whose level is equal to or less than the essence forge’s level, or choose an essence charm . The essence forge begins to construct that item as you concentrate, causing an increasingly realistic illusion of the item to come into focus atop the forge’s workspace. Attempt a Crafting check with a DC determined by the forge’s type (lesser, moderate, or greater); this check earns Forge Points (using the Victory Point system). You can sustain this activation for up to 8 hours; each time you sustain the activation, attempt another Crafting check to earn Forge Points. When you choose to end the activation, you become fatigued, and any remaining essence stored in the forge dissipates with no further effect. Consult the sidebar to determine if you were successful in crafting the item you chose.","category":"action","rarity":"common","slug":"action-3299"},{"skill_mod":{},"summary":"You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the …","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The essence forge contains essence","source":["Pathfinder #214: The Broken Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3300","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate, healing, manipulate)","actions_number":2,"id":"action-3300","text":" Activate—Absorb Essence Single Action (concentrate, healing, manipulate) Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3300"},{"skill_mod":{},"summary":"The stone begins to glow as a torch , shedding bright light in a 20-foot radius (and dim light to the next 20 feet). You can Activate the stone …","primary_source":"Pathfinder #213: Thirst for Blood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3301","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(manipulate)","actions_number":2,"id":"action-3301","text":" Activate—Light Single Action (manipulate) Effect The stone begins to glow as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet). You can Activate the stone in this way again to end the effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3301"},{"skill_mod":{},"summary":"You change the color of the stone’s light to any other color, which remains as long as the stone sheds light.","primary_source":"Pathfinder #213: Thirst for Blood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The stone is glowing with light","source":["Pathfinder #213: Thirst for Blood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3302","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate)","actions_number":2,"id":"action-3302","text":" Activate—Color Single Action (concentrate) Requirements The stone is glowing with light; Effect You change the color of the stone’s light to any other color, which remains as long as the stone sheds light.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3302"},{"skill_mod":{},"summary":"The stone’s light begins to pulse. You can choose the rate of the pulse between slow, moderate, and fast. If the linked stone is within 15 miles, its …","primary_source":"Pathfinder #213: Thirst for Blood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The stone is glowing with light","source":["Pathfinder #213: Thirst for Blood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3303","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"(concentrate)","actions_number":2,"id":"action-3303","text":" Activate—Notify Single Action (concentrate) Requirements The stone is glowing with light; Effect The stone’s light begins to pulse. You can choose the rate of the pulse between slow, moderate, and fast. If the linked stone is within 15 miles, its center begins to glow in the same color and pulse at the same rate. You can use this activation to end the pulsing caused by a linked stone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3303"},{"skill_mod":{},"summary":"With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt …","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3304","weakness":{},"name":"Taunt","trait":["Concentrate","Guardian"],"actions_number":2,"id":"action-3304","text":" Taunt Single Action Source Battlecry! pg. 38 --- With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target’s attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn’t include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become off-guard until the start of their next turn. Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3304"},{"skill_mod":{},"summary":"You fling yourself in the way of oncoming harm to protect an ally. You can Step , but you must end your movement adjacent to the triggering ally. …","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An ally within 10 feet of you takes physical damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3305","weakness":{},"name":"Intercept Attack","trait":["Guardian"],"actions_number":1,"id":"action-3305","text":" Intercept Attack Reaction Source Battlecry! pg. 38 Trigger An ally within 10 feet of you takes physical damage. --- You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally’s. Special You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3305"},{"skill_mod":{},"summary":"Your eidolon suddenly shifts itself into a terrifying shape of its choosing, rather than a simple mound, by closely controlling the positioning of …","primary_source":"Battlecry!","trait_group":["Mechanics","Class-Specific","Sense"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is condensed.","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3306","weakness":{},"name":"Haunting Visage","trait":["Concentrate","Eidolon","Manipulate","Visual"],"actions_number":2,"id":"action-3306","text":" Haunting Visage Single Action Source Battlecry! pg. 72 Requirements Your eidolon is condensed. --- Your eidolon suddenly shifts itself into a terrifying shape of its choosing, rather than a simple mound, by closely controlling the positioning of its component bodies. The eidolon attempts to Demoralize a creature within 15 feet; this Demoralize attempt loses the auditory trait, gains the visual trait, and the eidolon doesn't take a –4 circumstance penalty to the check if they don't share a language with their target. On a success or critical success, the target is additionally off-guard for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3306"},{"skill_mod":{},"summary":"Your eidolon swarms over each creature occupying its space, biting, pecking, clawing, or making similar attacks with its component bodies. It deals …","primary_source":"Battlecry!","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is dispersed.","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3307","weakness":{},"name":"Swarming Assault","trait":["Eidolon"],"actions_number":4,"id":"action-3307","text":" Swarming Assault Two Actions Source Battlecry! pg. 72 Requirements Your eidolon is dispersed. --- Your eidolon swarms over each creature occupying its space, biting, pecking, clawing, or making similar attacks with its component bodies. It deals 1d6 damage to each creature in the area, with a basic Reflex save against your spell DC. You choose each time your eidolon uses Swarming Assault whether it deals piercing or slashing damage. Your eidolon then can't use Swarming Assault again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3307"},{"skill_mod":{},"summary":"Your eidolon rearranges its component bodies in response to a powerful blow, mitigating the worst of the damage they would have taken. The triggering …","primary_source":"Battlecry!","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An enemy’s Strike against your eidolon is a critical hit.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3308","frequency":"once per 10 minutes","weakness":{},"name":"Redistribute","trait":["Eidolon"],"actions_number":1,"id":"action-3308","text":" Redistribute Reaction Source Battlecry! pg. 72 Frequency once per 10 minutes Trigger An enemy’s Strike against your eidolon is a critical hit. --- Your eidolon rearranges its component bodies in response to a powerful blow, mitigating the worst of the damage they would have taken. The triggering critical hit becomes a hit. Your eidolon immediately switches forms, from condensed to dispersed or from dispersed to condensed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3308"},{"skill_mod":{},"summary":"Your eidolon focuses on inflicting the most damage possible on its foes. If your eidolon’s next action is to use Swarming Assault, the number of …","primary_source":"Battlecry!","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is dispersed.","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3309","frequency":"once per minute","weakness":{},"name":"Sickening Assault","trait":["Concentrate","Eidolon"],"actions_number":0,"id":"action-3309","text":" Sickening Assault Free Action Source Battlecry! pg. 73 Frequency once per minute Requirements Your eidolon is dispersed. --- Your eidolon focuses on inflicting the most damage possible on its foes. If your eidolon’s next action is to use Swarming Assault, the number of damage dice of the Swarming Assault are doubled. Additionally, creatures that fail their Reflex save against that Swarming Assault are sickened 2 (sickened 4 on a critical failure).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3309"},{"skill_mod":{},"summary":"You raise walls of rapidly shifting metal plates in two 60-foot lines going in opposite directions. Each wall is 60 feet high and is greater …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3310","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, metal)","actions_number":6,"id":"action-3310","text":" Activate—Phalanx Three Actions (concentrate, manipulate, metal) Frequency once per day; Effect You raise walls of rapidly shifting metal plates in two 60-foot lines going in opposite directions. Each wall is 60 feet high and is greater difficult terrain. Whenever a creature enters or starts their turn in the wall’s space, they take 6d10 slashing damage (DC 32 basic Fortitude save). The shifting walls also provide greater cover from any attack originating from the opposite side.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3310"},{"skill_mod":{},"summary":"The bristles along your limbs enable you to tunnel through dirt and sand. For 1 minute, you gain a burro w Speed equal to half your land Speed.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3311","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3311","text":" Activate—Dig Single Action (manipulate) Frequency once per day; Effect The bristles along your limbs enable you to tunnel through dirt and sand. For 1 minute, you gain a burrow Speed equal to half your land Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3311"},{"skill_mod":{},"summary":"You reload a weapon with reload 1.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3312","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":0,"id":"action-3312","text":" Activate—Autoload Free Action (manipulate) Frequency once per day; Effect You reload a weapon with reload 1.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3312"},{"skill_mod":{},"summary":"A gas-filled balloon pops out of the back of your armor and begins to inflate. It takes 10 minutes for the balloon to fully inflate and lift you and …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3313","frequency":"once per day","weakness":{},"name":"10 minutes (air, manipulate)","id":"action-3313","text":" Activate—Inflate 10 minutes (air, manipulate) Frequency once per day; Effect A gas-filled balloon pops out of the back of your armor and begins to inflate. It takes 10 minutes for the balloon to fully inflate and lift you and up to 5 additional Bulk 5 feet off the ground. By taking another 10 minutes, this balloon can be deflated and properly stowed in the back of your armor. Once inflated, you can spend an action that has the manipulate and move traits to adjust the height you are hovering up or down by up to 20 feet each time. If the balloon takes damage (AC 10, Hardness 0), it will quickly deflate and cause you to fall to the ground. The balloon magically repairs itself at the start of each day.","category":"action","rarity":"common","slug":"action-3313"},{"skill_mod":{},"summary":"You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the spell reflects toward the caster, who becomes …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"A creature targets you with a magical effect that has the attack trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3314","frequency":"once per hour","weakness":{},"name":"(arcane, light, manipulate)","actions_number":1,"id":"action-3314","text":" Activate—Reflect Shine Reaction (arcane, light, manipulate) Frequency once per hour; Trigger A creature targets you with a magical effect that has the attack trait; Effect You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the spell reflects toward the caster, who becomes dazzled for 1 round.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3314"},{"skill_mod":{},"summary":"You inflate large pouches that allow you to float. You gain a swim Speed equal to half your land Speed. You can swim only along the surface of the …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3315","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3315","text":" Activate—Flotation Single Action (manipulate) Frequency once per day; Effect You inflate large pouches that allow you to float. You gain a swim Speed equal to half your land Speed. You can swim only along the surface of the water while this is active. You can stow the flotation devices as a 1-minute exploration activity. If the pouches take any damage (AC 10, Hardness 0), they quickly deflate, ending the effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3315"},{"skill_mod":{},"summary":"For 1 minute, the volume of your voice is temporarily enhanced, and you gain a +1 status bonus to Diplomacy and Intimidation checks.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3316","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-3316","text":" Activate—Motivate Single Action (concentrate, manipulate) Frequency once per hour; Effect For 1 minute, the volume of your voice is temporarily enhanced, and you gain a +1 status bonus to Diplomacy and Intimidation checks.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3316"},{"skill_mod":{},"summary":"You reach into a pouch or pocket and find the specific short or long tool you’re looking for. The armor manifests the tool into existence for 1 hour.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3317","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate)","actions_number":2,"id":"action-3317","text":" Activate—Find Tool Single Action (concentrate, manipulate) Frequency once per hour; Effect You reach into a pouch or pocket and find the specific short or long tool you’re looking for. The armor manifests the tool into existence for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3317"},{"skill_mod":{},"summary":"The deep sea plate enables you to breathe underwater and gives you a swim Speed equal to half your land Speed while in depths of 500 feet or less …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3318","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-3318","text":" Activate—Deep Dive Two Actions (manipulate) Frequency once per day; Effect The deep sea plate enables you to breathe underwater and gives you a swim Speed equal to half your land Speed while in depths of 500 feet or less for 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3318"},{"skill_mod":{},"summary":"You glide slowly toward the ground, 5 feet down and 30 feet forward through the air. Provided you spend at least 1 action gliding on your turn and …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3319","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3319","text":" Activate—Soar Single Action (manipulate) Effect You glide slowly toward the ground, 5 feet down and 30 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven’t yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3319"},{"skill_mod":{},"summary":"You cast 5th-rank environmental endurance on yourself.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3320","frequency":"once per day","weakness":{},"name":"(concentration, manipulate, primal)","actions_number":6,"id":"action-3320","text":" Activate—Endure Three Actions (concentrate, manipulate, primal) Frequency once per day; Effect You cast 5th-rank environmental endurance on yourself.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3320"},{"skill_mod":{},"summary":"You cast wall of ice .","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3321","frequency":"once per day","weakness":{},"name":"(cold, concentration, manipulate, primal)","actions_number":6,"id":"action-3321","text":" Activate—Freeze Enemy Three Actions (cold, concentrate, manipulate, primal) Frequency once per day; Effect You cast wall of ice .","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3321"},{"skill_mod":{},"summary":"You cast fear on the target (DC 30 Will save).","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"A creature moves within 30 feet of you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3322","frequency":"once per hour","weakness":{},"name":"(concentrate, occult)","actions_number":1,"id":"action-3322","text":" Activate—Unveil Fear Reaction (concentrate, occult) Frequency once per hour; Trigger A creature moves within 30 feet of you; Effect You cast fear on the target (DC 30 Will save).","category":"action","actions":"Reaction","rarity":"common","slug":"action-3322"},{"skill_mod":{},"summary":"The armor engulfs you in a vortex of living fire in a 15-foot emanation for 10 minutes. Creatures that enter this aura or start their turn within …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3323","frequency":"once per day","weakness":{},"name":"(aura, concentrate, fire)","actions_number":4,"id":"action-3323","text":" Activate—Living Flame Two Actions (aura, concentrate, fire) Frequency once per day; Effect The armor engulfs you in a vortex of living fire in a 15-foot emanation for 10 minutes. Creatures that enter this aura or start their turn within it take 10d6 fire damage (DC 40 basic Reflex save). This area is difficult terrain for other creatures.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3323"},{"skill_mod":{},"summary":"You Stride up to 60 feet in a straight line . If you end your movement adjacent to an enemy, object, or structure, you can smash it. If you smash …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3324","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-3324","text":" Activate—Ram Two Actions (manipulate) Frequency once per hour; Effect You Stride up to 60 feet in a straight line. If you end your movement adjacent to an enemy, object, or structure, you can smash it. If you smash an enemy, you deal bludgeoning damage equal to the total distance traveled (DC 39 basic Fortitude save). Objects and structures you smash take damage equal to twice the distance traveled.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3324"},{"skill_mod":{},"summary":"For 10 minutes, your physical strength is temporarily bolstered, granting you a +1 status bonus to Athletics checks to Disarm , Reposition , Shove …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3325","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3325","text":" Activate—Heavy Lift Single Action (manipulate) Frequency once per day; Effect For 10 minutes, your physical strength is temporarily bolstered, granting you a +1 status bonus to Athletics checks to Disarm, Reposition, Shove, and Trip.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3325"},{"skill_mod":{},"summary":"You emit a quickly fading toxic cloud around you in a 5-foot emanation . All creatures within the emanation take 5d6 poison damage (DC 24 basic …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3326","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-3326","text":" Activate—Poison Fumes Two Actions (concentrate) Frequency once per day; Effect You emit a quickly fading toxic cloud around you in a 5-foot emanation. All creatures within the emanation take 5d6 poison damage (DC 24 basic Fortitude save). Swarms that fail this save also take 1d6 persistent poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3326"},{"skill_mod":{},"summary":"You cast message as a 3rd-rank spell.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3327","frequency":"once per hour","weakness":{},"name":"(concentrate, manipulate, occult)","actions_number":2,"id":"action-3327","text":" Activate—Mail Delivery Single Action (concentrate, manipulate, occult) Frequency once per hour; Effect You cast message as a 3rd-rank spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3327"},{"skill_mod":{},"summary":"You restore 5d10+10 Hit points.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3328","frequency":"once per day","weakness":{},"name":"(concentrate, healing, manipulate, vitality)","actions_number":4,"id":"action-3328","text":" Activate—Salve Two Actions (concentrate, healing, manipulate, vitality) Frequency once per day; Effect You restore 5d10+10 Hit points.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3328"},{"skill_mod":{},"summary":"Once activated, the parachute will fully deploy within 1 round. If it is deployed at a height greater than 100 feet, the parachute will prevent you …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You are falling ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3329","frequency":"once until repacked","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-3329","text":" Activate—Deploy Parachute Reaction (manipulate) Frequency once until repacked; Trigger You are falling; Effect Once activated, the parachute will fully deploy within 1 round. If it is deployed at a height greater than 100 feet, the parachute will prevent you from receiving falling damage. If deployed at a height of less than 100 feet, it will reduce the damage taken from falling by half.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3329"},{"skill_mod":{},"summary":"An iron spike launches from your armor at the target, dealing 2d8 piercing damage to the target (DC 20 basic Reflex save). If the target critically …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"A creature within 15 feet uses a manipulate action","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3330","frequency":"once per hour","weakness":{},"name":"(manipulate, metal)","actions_number":1,"id":"action-3330","text":" Activate—Quick Spike Reaction (manipulate, metal) Frequency once per hour; Trigger A creature within 15 feet uses a manipulate action; Effect An iron spike launches from your armor at the target, dealing 2d8 piercing damage to the target (DC 20 basic Reflex save). If the target critically fails, the triggering action is disrupted.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3330"},{"skill_mod":{},"summary":"You cast darkness as a 4th‑rank spell centered on you.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3331","frequency":"once per day","weakness":{},"name":"(arcane, concentrate, manipulate)","actions_number":4,"id":"action-3331","text":" Activate—Shroud Two Actions (arcane, concentrate, manipulate) Frequency once per day; Effect You cast darkness as a 4th‑rank spell centered on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3331"},{"skill_mod":{},"summary":"You conjure a bolt of electricity down onto yourself, dealing 6d6 electricity damage to all creatures in a 10-foot emanation . Additionally, for the …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3332","frequency":"once per day","weakness":{},"name":"(concentrate, electricity, manipulate)","actions_number":2,"id":"action-3332","text":" Activate—Call Down Lightning Single Action (concentrate, electricity, manipulate) Frequency once per day; Effect You conjure a bolt of electricity down onto yourself, dealing 6d6 electricity damage to all creatures in a 10-foot emanation. Additionally, for the next minute, whenever a creature touches you or hits you with a melee unarmed attack or a non-reach melee weapon attack, it takes 1d8 electricity damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3332"},{"skill_mod":{},"summary":"You slip into the Netherworld for a moment, allowing you to Stride twice your speed. This movement doesn’t trigger reactions and ignores difficult …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3333","frequency":"once per day","weakness":{},"name":"(concentrate, shadow)","actions_number":2,"id":"action-3333","text":" Activate—Shroud Stride Single Action (concentrate, shadow) Frequency once per day; Effect You slip into the Netherworld for a moment, allowing you to Stride twice your speed. This movement doesn’t trigger reactions and ignores difficult and hazardous terrain. Shadows lingers on the armor, causing you to become concealed for 1 round afterward.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3333"},{"skill_mod":{},"summary":"You cast speak with animals on yourself.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3334","frequency":"once per day","weakness":{},"name":"(concentrate, primal)","actions_number":2,"id":"action-3334","text":" Activate—Commune Single Action (concentrate, primal) Frequency once per day; Effect You cast speak with animals on yourself.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3334"},{"skill_mod":{},"summary":"You pull a strap near the shield’s enarmes to create a makeshift shelter that unfolds over the next minute. The shield becomes a pup tent until you …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3335","weakness":{},"name":"1 minute (manipulate, structure)","id":"action-3335","text":" Activate—Deploy Encampment 1 minute (manipulate, structure) Effect You pull a strap near the shield’s enarmes to create a makeshift shelter that unfolds over the next minute. The shield becomes a pup tent until you spend another minute collapsing it. Within the tent is a satchel that holds 1 Bulk of rations and replenishes every week.","category":"action","rarity":"common","slug":"action-3335"},{"skill_mod":{},"summary":"You Raise your Shield and Stride up to twice your Speed in a straight line . You can move through creatures with this movement, but you can’t …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3336","frequency":"once per day","weakness":{},"name":"(fire, manipulate)","actions_number":6,"id":"action-3336","text":" Activate—Burning Path Three Actions (fire, manipulate) Frequency once per day; Effect You Raise your Shield and Stride up to twice your Speed in a straight line. You can move through creatures with this movement, but you can’t end your movement in their space. Creatures you moved through take 5d8 fire damage (DC 31 basic Reflex save). Creatures who critically fail also take 1d8 persistent fire damage.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3336"},{"skill_mod":{},"summary":"You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save).","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The shield is energized","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3337","frequency":"once per 10 minutes","weakness":{},"name":"(force, manipulate)","actions_number":2,"id":"action-3337","text":" Activate—Energized Blast Single Action (force, manipulate) Frequency once per 10 minutes; Requirements The shield is energized; Effect You direct the stored energy into a short blast, targeting a creature within 15 feet. The target takes 2d10 force damage (DC 23 basic Reflex save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3337"},{"skill_mod":{},"summary":"You grant a medicinal boost to bring someone back into the fray. You Administer First Aid to stabilize an adjacent ally with the dying condition. …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3338","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-3338","text":" Activate—Adrenaline Boost Two Actions (manipulate) Frequency once per day; Effect You grant a medicinal boost to bring someone back into the fray. You Administer First Aid to stabilize an adjacent ally with the dying condition. On a success, they gain 6d6+20 Hit Points, can immediately Stand as a free action, and become quickened for 1 round. They can use this extra action only to Stride or Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3338"},{"skill_mod":{},"summary":"You unequip the shield and prop it on the ground. The shield grants standard cover for one Medium or smaller creature in its square and lesser cover …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3339","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3339","text":" Activate—Plant Cover Single Action (manipulate) Effect You unequip the shield and prop it on the ground. The shield grants standard cover for one Medium or smaller creature in its square and lesser cover for a Large one.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3339"},{"skill_mod":{},"summary":"You raise your shield in the air toward the sunlight, eclipsing it. The area in a 60-foot emanation becomes dim light for 1 minute.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in sunlight","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3340","frequency":"once per day","weakness":{},"name":"(darkness, manipulate)","actions_number":4,"id":"action-3340","text":" Activate—Sunset Two Actions (darkness, manipulate) Frequency once per day; Requirements You are in sunlight; Effect You raise your shield in the air toward the sunlight, eclipsing it. The area in a 60-foot emanation becomes dim light for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3340"},{"skill_mod":{},"summary":"Your shield creates a magical barrier, consisting of translucent copies of the shield. The wall is 1 inch thick, 15 feet long, and 10 feet high. The …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3341","frequency":"once per day","weakness":{},"name":"(concentrate, force, manipulate)","actions_number":4,"id":"action-3341","text":" Activate—Tortoise Form Two Actions (concentrate, force, manipulate) Frequency once per day; Effect Your shield creates a magical barrier, consisting of translucent copies of the shield. The wall is 1 inch thick, 15 feet long, and 10 feet high. The barrier is conjured adjacent to you in a straight line on the border between squares and lasts for 1 minute. The barrier is created with the Hardness and Hit Points equal to those of the testudo shield and is immune to critical hits and precision damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3341"},{"skill_mod":{},"summary":"The tiger’s eyes glow and animate. The shield casts ill omen (DC 20) on a target within your melee range.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your shield is raised","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3342","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3342","text":" Activate—Tiger's Eyes Single Action (manipulate) Frequency once per day; Requirements Your shield is raised; Effect The tiger’s eyes glow and animate. The shield casts ill omen (DC 20) on a target within your melee range.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3342"},{"skill_mod":{},"summary":"The shield reforms into a +3 high-grade adamantine major striking greatsword for 1 minute. While wielding this sword, you gain a +1 circumstance …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3343","frequency":"once per day","weakness":{},"name":"(concentrate, divine, manipulate)","actions_number":4,"id":"action-3343","text":" Activate—Blade of Iron Two Actions (concentrate, divine, manipulate) Frequency once per day; Effect The shield reforms into a +3 high-grade adamantine major striking greatsword for 1 minute. While wielding this sword, you gain a +1 circumstance bonus to AC for each adjacent enemy (up to a +4 bonus).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3343"},{"skill_mod":{},"summary":"Your shield becomes an empowering symbol of the thrill of battle. You and your allies within 10 feet of you gain 30 temporary Hit Points that last …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The Vambrace of Gorum is in its shield form","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3344","frequency":"once per day","weakness":{},"name":"(aura, divine)","actions_number":2,"id":"action-3344","text":" Activate—Blood of Iron Single Action (aura, divine) Frequency once per day; Requirements The Vambrace of Gorum is in its shield form; Effect Your shield becomes an empowering symbol of the thrill of battle. You and your allies within 10 feet of you gain 30 temporary Hit Points that last for 1 hour, and reduce your clumsy, enfeebled, frightened, and stupefied conditions by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3344"},{"skill_mod":{},"summary":"The iron spikes lash out at the creature who made the attack. The creature takes 6d6 piercing damage and 3d6 persistent bleed damage (DC 40 basic …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You use the shield to Shield Block and the attack overcomes the shield’s Hardness","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3345","frequency":"once per 10 minutes","weakness":{},"name":"","actions_number":1,"id":"action-3345","text":" Activate—Bones of Iron Reaction ; Frequency once per 10 minutes; Trigger You use the shield to Shield Block and the attack overcomes the shield’s Hardness; Effect The iron spikes lash out at the creature who made the attack. The creature takes 6d6 piercing damage and 3d6 persistent bleed damage (DC 40 basic Reflex save).","category":"action","actions":"Reaction","rarity":"common","slug":"action-3345"},{"skill_mod":{},"summary":"You Stride up to 15 feet and grant yourself and creatures adjacent to you after the movement a +2 circumstance bonus to the saving throw against …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your shield is raised ","source":["Battlecry!"],"trigger":"An effect within 15 feet would deal damage in an area and require a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3346","weakness":{},"name":"","actions_number":1,"id":"action-3346","text":" Activate—By Your Side Reaction ; Trigger An effect within 15 feet would deal damage in an area and require a saving throw; Requirements Your shield is raised; Effect You Stride up to 15 feet and grant yourself and creatures adjacent to you after the movement a +2 circumstance bonus to the saving throw against the triggering effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3346"},{"skill_mod":{},"summary":"You throw your shield up to 30 feet into an unoccupied space you can see. The shield magically floats in the space as a focal point for your magic …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3347","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3347","text":" Activate—Spell Amp Single Action (manipulate) Frequency once per day; Effect You throw your shield up to 30 feet into an unoccupied space you can see. The shield magically floats in the space as a focal point for your magic for 1 minute. You can cast spells using the shield as your point of origin, calculating range and cover from its space instead of yours. You can Dismiss this effect, causing the shield to fly back to your hand. If the shield breaks, the effect ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3347"},{"skill_mod":{},"summary":"Reroll the saving throw and take the better result.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You fail or critically fail a saving throw against an effect originating from an undead creature that would inflict void damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3348","frequency":"once per day","weakness":{},"name":"(fortune)","actions_number":1,"id":"action-3348","text":" Activate—Untouchable Spirit Reaction (fortune) Frequency once per day; Trigger You fail or critically fail a saving throw against an effect originating from an undead creature that would inflict void damage; Effect Reroll the saving throw and take the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3348"},{"skill_mod":{},"summary":"You shout a command to all mounted allies within 60 feet, granting them a +1 circumstance bonus on the next attack roll they make against the target …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to Strike and inflict damage on a target with the cavalry commander’s lance ","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3349","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, linguistic)","actions_number":2,"id":"action-3349","text":" Activate—Ride Them Down! Single Action (auditory, concentrate, linguistic) Frequency once per day; Requirements Your last action was to Strike and inflict damage on a target with the cavalry commander’s lance ; Effect You shout a command to all mounted allies within 60 feet, granting them a +1 circumstance bonus on the next attack roll they make against the target you just damaged before the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3349"},{"skill_mod":{},"summary":"You Strike a creature with the chainbreaker. If you hit and deal damage, one grabbed or restrained ally within 60 feet of the target can use a …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3350","frequency":"once per day","weakness":{},"name":"","actions_number":4,"id":"action-3350","text":" Activate—Liberating Strike Two Actions ; Frequency once per day; Effect You Strike a creature with the chainbreaker. If you hit and deal damage, one grabbed or restrained ally within 60 feet of the target can use a reaction to attempt to Escape.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3350"},{"skill_mod":{},"summary":"The chain of command gains the nonlethal trait for 1 minute.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a critical hit with the chain of command ","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3351","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3351","text":" Activate—Mercy of the Commander Single Action (concentrate) Requirements Your last action was a critical hit with the chain of command ; Effect The chain of command gains the nonlethal trait for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3351"},{"skill_mod":{},"summary":"You cast command on the target of your critical hit with a DC of 22. Regardless of the outcome, the target is then immune to this effect for 24 …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3352","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3352","text":" Activate—Will of the Commander Single Action (concentrate) Effect You cast command on the target of your critical hit with a DC of 22. Regardless of the outcome, the target is then immune to this effect for 24 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3352"},{"skill_mod":{},"summary":"You fire an arrow that glows with purple light at a spot. Each creature in a 10-foot burst within 60 feet is affected by revealing light (DC 19).","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3353","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-3353","text":" Activate—Show Yourself! Two Actions (concentrate) Frequency once per day; Effect You fire an arrow that glows with purple light at a spot. Each creature in a 10-foot burst within 60 feet is affected by revealing light (DC 19).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3353"},{"skill_mod":{},"summary":"The doomsweeper sweeps the ground clear of obstacles in a 30-foot cone . This automatically removes any mundane effects of 4th level or lower that …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding the doomsweeper in 2 hands","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3354","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3354","text":" Activate—Clear the Way Two Actions (concentrate, manipulate) Frequency once per day; Requirements You’re holding the doomsweeper in 2 hands; Effect The doomsweeper sweeps the ground clear of obstacles in a 30-foot cone. This automatically removes any mundane effects of 4th level or lower that would hinder ground movement through the area of effect, including caltrops and non-magical difficult terrain features no deeper or higher than 4 feet. It also attempts to counteract any magical dangers or obstacles with a +14 modifier and a counteract rank of 4th. Finally, it attempts a Thievery check with a +14 modifier to disable all non-magical hazards (but not haunts) in the area. You don’t need to be aware of any hazards or effects in the area for the doomsweeper to remove them, but you don’t become aware of them if the attempt fails.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3354"},{"skill_mod":{},"summary":"The weapon amplifies your force of personality across the battlefield with the effects of telepathy for 10 minutes, except the range is 500 feet. …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3355","frequency":"once per day","weakness":{},"name":"(concentrate, linguistic, manipulate, mental, occult)","actions_number":4,"id":"action-3355","text":" Activate—Battlefield Broadcast Two Actions (concentrate, linguistic, manipulate, mental, occult) Frequency once per day; Effect The weapon amplifies your force of personality across the battlefield with the effects of telepathy for 10 minutes, except the range is 500 feet. The effect ends immediately if you drop your weapon.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3355"},{"skill_mod":{},"summary":"You cast rouse skeletons as a 5th-rank occult spell. The DC is 30.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3356","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3356","text":" Activate—Call the Fallen Two Actions (concentrate, manipulate) Frequency once per day; Effect You cast rouse skeletons as a 5th-rank occult spell. The DC is 30.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3356"},{"skill_mod":{},"summary":"You strike the ground with your axe, tearing open a one-way rift to the fourth layer of Hell in a 30-foot line that spews a curtain of hellfire. …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3357","frequency":"once per day","weakness":{},"name":"(concentrate, divine, manipulate, unholy)","actions_number":4,"id":"action-3357","text":" Activate—Flames of Phlegethon Two Actions (concentrate, divine, manipulate, unholy) Frequency once per day; Effect You strike the ground with your axe, tearing open a one-way rift to the fourth layer of Hell in a 30-foot line that spews a curtain of hellfire. All creatures in the area take 6d6 fire damage and 6d6 spirit damage (DC 37 basic Reflex save) before the rift vanishes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3357"},{"skill_mod":{},"summary":"Make a Strike with the Jistkan war crossbow , ignoring the penalty for making a Strike within your second or third range increment. Additionally, …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3358","frequency":"once per 10 minutes","weakness":{},"name":"","actions_number":2,"id":"action-3358","text":" Activate—Bolt of War Single Action ; Frequency once per 10 minutes; Effect Make a Strike with the Jistkan war crossbow , ignoring the penalty for making a Strike within your second or third range increment. Additionally, the arbalest gains the splash trait and deals 10 piercing splash damage for this Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3358"},{"skill_mod":{},"summary":"Each foe within 30 feet who considers the target an ally takes an additional 6d8 mental damage (DC 35 basic Will save).","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You reduce an enemy to 0 Hit Points with this weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3359","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-3359","text":" Activate—Render Connection Free Action (concentrate) Frequency once per 10 minutes; Trigger You reduce an enemy to 0 Hit Points with this weapon; Effect Each foe within 30 feet who considers the target an ally takes an additional 6d8 mental damage (DC 35 basic Will save).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3359"},{"skill_mod":{},"summary":"You raise Lamentation of the Faithless high above the battlefield, presenting its terrible glory for all to witness. All creatures within 60 feet …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3360","frequency":"once per day","weakness":{},"name":"(manipulate, unholy, visual)","actions_number":2,"id":"action-3360","text":" Activate—Lo and Behold Single Action (manipulate, unholy, visual) Frequency once per day; Effect You raise Lamentation of the Faithless high above the battlefield, presenting its terrible glory for all to witness. All creatures within 60 feet that are able to see the sword must attempt a DC 50 Will save. Creatures with the unholy trait are immune to this effect, but creatures with the holy trait take a –2 status penalty on this save. Critical Success The creature is unaffected. Success The creature is stricken by crushing despair. It becomes slowed 1 as it sobs uncontrollably, and it can’t use reactions while it’s slowed. Failure As success, but the creature is also blinded for 1 round. Critical Failure As failure, but the duration of the blinded condition is 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3360"},{"skill_mod":{},"summary":"You release a wave of vital energy in a 30-foot emanation . For every 10 Hit Points you are healed, you restore 1d10 Hit Points to all other living …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You regain Hit Points from a magical effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3361","frequency":"once per day","weakness":{},"name":"(concentrate, divine, healing, vitality)","actions_number":1,"id":"action-3361","text":" Activate—Comes the Dawn Reaction (concentrate, divine, healing, vitality) Frequency once per day; Trigger You regain Hit Points from a magical effect; Effect You release a wave of vital energy in a 30-foot emanation. For every 10 Hit Points you are healed, you restore 1d10 Hit Points to all other living creatures and deal that amount of vitality damage to all undead creatures in the area, with a DC 37 basic Fortitude save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3361"},{"skill_mod":{},"summary":"You raise the blade high above your fallen enemy to inspire your comrades, projecting a blazing beacon into the sky that sheds bright light in a …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You reduced a creature to 0 Hit Points with a Strike from the radiant victory as your last action","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3362","frequency":"once per day","weakness":{},"name":"(manipulate, visual)","actions_number":2,"id":"action-3362","text":" Activate—Rally the Troops Single Action (manipulate, visual) Frequency once per day; Requirements You reduced a creature to 0 Hit Points with a Strike from the radiant victory as your last action; Effect You raise the blade high above your fallen enemy to inspire your comrades, projecting a blazing beacon into the sky that sheds bright light in a 30-foot burst centered on you. This lasts for 1 minute and grants you and all allies within the area a +1 status bonus to attack rolls while within the light.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3362"},{"skill_mod":{},"summary":"Make a melee Strike with reaper’s toll as though you were in the space of the triggering creature. If your Strike hits, you gain temporary Hit Points …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"A creature within 30 feet is reduced to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3363","frequency":"once per day","weakness":{},"name":"","actions_number":1,"id":"action-3363","text":" Activate—Reaper's Claim Reaction ; Frequency once per day; Trigger A creature within 30 feet is reduced to 0 Hit Points; Effect Make a melee Strike with reaper’s toll as though you were in the space of the triggering creature. If your Strike hits, you gain temporary Hit Points equal to half the damage dealt, which last for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3363"},{"skill_mod":{},"summary":"The sword emits a 20-foot-radius emanation of holy fire centered on your target, inflicting 2d8 spirit damage and 2d8 vitality damage to all …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"Your last action was a successful melee Strike with righteous fury against a creature with the unholy trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3364","frequency":"once per hour","weakness":{},"name":"(concentrate, divine, holy, spirit, vitality)","actions_number":2,"id":"action-3364","text":" Activate—Great Vengeance Single Action (concentrate, divine, holy, spirit, vitality) Frequency once per hour; Trigger Your last action was a successful melee Strike with righteous fury against a creature with the unholy trait; Effect The sword emits a 20-foot-radius emanation of holy fire centered on your target, inflicting 2d8 spirit damage and 2d8 vitality damage to all enemies in the area (DC 34 basic Reflex save). Creatures that fail the save are blinded for 1 round, and those that critically fail are blinded for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3364"},{"skill_mod":{},"summary":"You or your mount gain a +2 circumstance bonus to AC against the triggering attack.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are aware of the attack and are not off-guard against it","source":["Battlecry!"],"trigger":"You or your mount are targeted by a physical melee or ranged attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3365","frequency":"once per hour","weakness":{},"name":"","actions_number":1,"id":"action-3365","text":" Activate—Defense of Liberty Reaction ; Frequency once per hour; Trigger You or your mount are targeted by a physical melee or ranged attack; Requirements You are aware of the attack and are not off-guard against it; Effect You or your mount gain a +2 circumstance bonus to AC against the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3365"},{"skill_mod":{},"summary":"You cast a 5th-rank planar tether on the creature you just dealt damage to, with a DC of 34.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You hit with a melee Strike using the greater talonstrike blade and deal damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3366","frequency":"once per day","weakness":{},"name":"(arcane)","actions_number":1,"id":"action-3366","text":" Activate—Grasping Talons Reaction (arcane) Frequency once per day; Trigger You hit with a melee Strike using the greater talonstrike blade and deal damage; Effect You cast a 5th-rank planar tether on the creature you just dealt damage to, with a DC of 34.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3366"},{"skill_mod":{},"summary":"The force of your blow threatens to knock your opponent to the ground. Attempt an Athletics check to Trip the target of the triggering attack. If …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"Your melee Strike with the Ulfen shieldbreaker reduces an enemy’s shield below its Broken Threshold","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3367","weakness":{},"name":"","actions_number":0,"id":"action-3367","text":" Activate—Battering Blows Free Action ; Trigger Your melee Strike with the Ulfen shieldbreaker reduces an enemy’s shield below its Broken Threshold; Effect The force of your blow threatens to knock your opponent to the ground. Attempt an Athletics check to Trip the target of the triggering attack. If your attack was powerful enough to destroy the shield outright, you gain a +2 circumstance bonus to the roll.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3367"},{"skill_mod":{},"summary":"You disrupt the undead’s connection to void energy. For 1 minute, the undead damaged with the dagger can’t be healed by void energy unless the effect …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You hit and damage an undead creature with an undead scourge ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3368","weakness":{},"name":"(concentrate, divine, vitality)","actions_number":0,"id":"action-3368","text":" Activate—Sever from the Void Free Action (concentrate, divine, vitality) Trigger You hit and damage an undead creature with an undead scourge ; Effect You disrupt the undead’s connection to void energy. For 1 minute, the undead damaged with the dagger can’t be healed by void energy unless the effect attempting to heal the undead first counteracts the undead scourge’s effect, which has a counteract rank of 4th and a DC of 25. Vitality energy still has the usual effects on the undead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3368"},{"skill_mod":{},"summary":"You carve a rent in space in an adjacent square, choosing another square within 30 feet to connect with your rift. A visible slash appears in both …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3369","weakness":{},"name":"(magical, manipulate, teleportation)","actions_number":4,"id":"action-3369","text":" Activate—Tear Rift Two Actions (magical, manipulate, teleportation) Effect You carve a rent in space in an adjacent square, choosing another square within 30 feet to connect with your rift. A visible slash appears in both locations, displaying the view from the other side. Until the end of your next turn, these two squares are treated as adjacent to each other; for example, creatures could Stride or be Shoved through the rifts to their other side, and a creature adjacent to one rift can Strike a creature adjacent to the other. When Tearing a Rift, you can choose to Step through the rift as part of the activity. The rifts don’t automatically pull creatures or objects through, as they take up only a small amount of space within the square, and a creature sharing a space with a rift is unaffected except for determining adjacency. You can have only one rift active at a time.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3369"},{"skill_mod":{},"summary":"Attempt a Strike with the affected weapon against the triggering enemy. On a success, you deal no damage, but you negate the triggering attack or …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You or an ally within your weapon’s reach or range increment would be hit by a Strike or a spell attack roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3370","weakness":{},"name":"(magical, occult)","actions_number":1,"id":"action-3370","text":" Activate—Rewrite Time Reaction (magical, occult) Trigger You or an ally within your weapon’s reach or range increment would be hit by a Strike or a spell attack roll; Effect Attempt a Strike with the affected weapon against the triggering enemy. On a success, you deal no damage, but you negate the triggering attack or spell. Actions and spell slots used to attempt this attack are lost, and the triggering creature’s multiple attack penalty increases as normal, as the results of the action are siphoned into the Dimension of Time. Any creature attempting to use Rewrite Time more than once per combat becomes slowed 1 for 1 round after each subsequent use, as their own time begins to leech away.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3370"},{"skill_mod":{},"summary":"You swing or shoot your weapon to intercept the magic, attempting to counteract the spell. Your counteract rank is equal to half your level …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You are the only target of a spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3371","weakness":{},"name":"(magical, manipulate)","actions_number":1,"id":"action-3371","text":" Activate—Spellslash Reaction (magical, manipulate) Trigger You are the only target of a spell; Effect You swing or shoot your weapon to intercept the magic, attempting to counteract the spell. Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your attack modifier with the affected weapon.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3371"},{"skill_mod":{},"summary":"The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3372","frequency":"once per turn","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3372","text":" Activate—Magical Weakness Single Action (concentrate) Frequency once per turn; Effect The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura that has taken acid, cold, electricity, fire, or sonic damage this turn gains weakness 5 to that damage type for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3372"},{"skill_mod":{},"summary":"A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3373","frequency":"once per minute","weakness":{},"name":"(concentrate, void)","actions_number":2,"id":"action-3373","text":" Activate—Void’s Embrace Single Action (concentrate, void) Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3373"},{"skill_mod":{},"summary":"Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3374","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3374","text":" Activate—Shards Seek Wounds Single Action (concentrate) Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3374"},{"skill_mod":{},"summary":"The magical banner lifts your allies from the brink of death. An ally within the banner’s aura with the dying condition regains 30 Hit Points, does …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3375","frequency":"once per minute","weakness":{},"name":"(concentrate, healing)","actions_number":2,"id":"action-3375","text":" Activate—Rise Up Single Action (concentrate, healing) Frequency once per minute; Effect The magical banner lifts your allies from the brink of death. An ally within the banner’s aura with the dying condition regains 30 Hit Points, does not increase their wounded condition, and can Stand as a free action. They become immune to Rise Up for 1 day.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3375"},{"skill_mod":{},"summary":"The banner offers a magical boost of adrenaline. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3376","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3376","text":" Activate—Speed Up Single Action (concentrate) Frequency once per minute; Effect The banner offers a magical boost of adrenaline. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action only to Stride.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3376"},{"skill_mod":{},"summary":"You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3377","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3377","text":" Activate—Stand Firm Single Action (concentrate) Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3377"},{"skill_mod":{},"summary":"A gust of wind gives an ally a helpful lift. An ally within the banner’s aura can Stand as a free action.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3378","frequency":"once per turn","weakness":{},"name":"(air, concentrate)","actions_number":2,"id":"action-3378","text":" Activate—Help Up Single Action (air, concentrate) Frequency once per turn; Effect A gust of wind gives an ally a helpful lift. An ally within the banner’s aura can Stand as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3378"},{"skill_mod":{},"summary":"The magical banner causes a rapid surge of growth. A Medium or smaller ally within the banner’s aura becomes Large for 1 round. Its equipment grows …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3379","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3379","text":" Activate—Titan’s Stature Single Action (concentrate) Frequency once per minute; Effect The magical banner causes a rapid surge of growth. A Medium or smaller ally within the banner’s aura becomes Large for 1 round. Its equipment grows with it but returns to its natural size afterwards. While Large, the ally is clumsy 1, and its reach increases by 5 feet (or by 10 feet if it started out Tiny).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3379"},{"skill_mod":{},"summary":"The magical banner offers a magical boost of zeal. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3380","frequency":"once per minute","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3380","text":" Activate—Forward with Zeal Single Action (concentrate) Frequency once per minute; Effect The magical banner offers a magical boost of zeal. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action only to Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3380"},{"skill_mod":{},"summary":"You speak a command phrase, and the map reveals the location of all troop movements within the area it maps. This intel is current the moment the …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3381","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, detection, manipulate)","actions_number":6,"id":"action-3381","text":" Activate—Situation Report Three Actions (auditory, concentrate, detection, manipulate) Frequency once per day; Effect You speak a command phrase, and the map reveals the location of all troop movements within the area it maps. This intel is current the moment the phrase is spoken but does not update afterward, and moving the map does not reveal further intel.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3381"},{"skill_mod":{},"summary":"You plant the baton into the ground, the soil softly parting to allow it to be solidly seated. Doing so summons a cloud of ghostly spirits in a 30- …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3382","frequency":"once per day","weakness":{},"name":"(manipulate, occult, void)","actions_number":6,"id":"action-3382","text":" Activate—Gather the Fallen Three Actions (manipulate, occult, void) Frequency once per day; Effect You plant the baton into the ground, the soil softly parting to allow it to be solidly seated. Doing so summons a cloud of ghostly spirits in a 30- foot burst. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. The spirits deal 8d6 void damage to each creature who enters or begins their turn in the cloud (DC 35 basic Fortitude). You are unaffected by the cloud. This effect lasts 1 minute or ends if an adjacent creature spends an Interact action to knock the baton over.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3382"},{"skill_mod":{},"summary":"You execute a complex set of complementary arpeggios for dramatic effect. You and all allies within a 15-foot emanation gain a +1 status bonus to …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3383","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3383","text":" Activate—Hand Chords Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You execute a complex set of complementary arpeggios for dramatic effect. You and all allies within a 15-foot emanation gain a +1 status bonus to the next attack roll, Perception check, saving throw, or skill check you attempt before the end of your next turn. Each target chooses which roll to use the bonus on before rolling.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3383"},{"skill_mod":{},"summary":"You drum a song of an ancient creature, calling forth the cries of a great whale in the minds of your foes. All enemies in a 60-foot emanation take …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3384","frequency":"once per week","weakness":{},"name":"(concentrate, emotion, fear, manipulate, mental, sonic)","actions_number":6,"id":"action-3384","text":" Activate—Call from the Depths Three Actions (concentrate, emotion, fear, manipulate, mental, sonic) Frequency once per week; Effect You drum a song of an ancient creature, calling forth the cries of a great whale in the minds of your foes. All enemies in a 60-foot emanation take 9d10 sonic damage (DC 36 basic Will save). Creatures who fail are also frightened 1.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3384"},{"skill_mod":{},"summary":"You work double-time, playing an entire band’s composition yourself, bolstering those around you by your mighty effort. You and all allies within a …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3385","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":6,"id":"action-3385","text":" Activate—Be the Band Three Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You work double-time, playing an entire band’s composition yourself, bolstering those around you by your mighty effort. You and all allies within a 60-foot emanation gain 15 temporary Hit Points that last for 1 round. For the next minute, you can Sustain to continue the music, granting you and all allies within a 60-foot emanation 5 temporary Hit Points that last for 1 round; this Sustain action gains the auditory and manipulate traits.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3385"},{"skill_mod":{},"summary":"You ring a blasting note on the bell that sends shock waves through the air. The blast deals 4d6 sonic damage to each creature in a 15-foot …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3386","frequency":"once per day","weakness":{},"name":"(manipulate, sonic)","actions_number":4,"id":"action-3386","text":" Activate—Clarion Crescendo Two Actions (manipulate, sonic) Frequency once per day; Effect You ring a blasting note on the bell that sends shock waves through the air. The blast deals 4d6 sonic damage to each creature in a 15-foot emanation (DC 22 basic Fortitude save). On a failure, the target is also deafened for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3386"},{"skill_mod":{},"summary":"You aim the bottle and unleash a blast of sand. Scouring grit is released in a 15-foot cone , dealing 4d4 slashing damage to all creatures in the …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3387","frequency":"once per hour","weakness":{},"name":"(earth, manipulate, primal)","actions_number":4,"id":"action-3387","text":" Activate—Grit Geyser Two Actions (earth, manipulate, primal) Frequency once per hour; Effect You aim the bottle and unleash a blast of sand. Scouring grit is released in a 15-foot cone, dealing 4d4 slashing damage to all creatures in the area (DC 23 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3387"},{"skill_mod":{},"summary":"You dump out the bottle, creating a swirling sandstorm around you. A 20-foot emanation is filled with blowing sand that obscures vision. This has …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3388","frequency":"once per day","weakness":{},"name":"(earth, manipulate, primal)","actions_number":6,"id":"action-3388","text":" Activate—Sandstorm Three Actions (earth, manipulate, primal) Frequency once per day; Effect You dump out the bottle, creating a swirling sandstorm around you. A 20-foot emanation is filled with blowing sand that obscures vision. This has the effects of mist. The air within the sandstorm is unbreathable; creatures in the area must hold their breath. Creatures entering or starting their turn in the sandstorm take 2d4 slashing damage (DC 23 basic Reflex save). Creatures with the water trait or that are primarily made of liquid take double damage. This sandstorm lasts 10 minutes or until the bottle is corked with an Interact action, whichever comes first.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3388"},{"skill_mod":{},"summary":"You brandish the constant crosier high in the air and wave it about. All allies within 60 feet who can see the crosier receive a +1 status bonus to …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3389","frequency":"once per day","weakness":{},"name":"(manipulate, visual)","actions_number":2,"id":"action-3389","text":" Activate—Season of Grit Single Action (manipulate, visual) Frequency once per day; Effect You brandish the constant crosier high in the air and wave it about. All allies within 60 feet who can see the crosier receive a +1 status bonus to Fortitude saves and resistance 5 to persistent damage for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3389"},{"skill_mod":{},"summary":"You blow a swift cadence of sharp notes that carries through the air. You and all allies within a 30- foot emanation can immediately Stand as a …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3390","frequency":"once per day","weakness":{},"name":"(auditory, manipulate)","actions_number":2,"id":"action-3390","text":" Activate—Reveille Single Action (auditory, manipulate) Frequency once per day; Effect You blow a swift cadence of sharp notes that carries through the air. You and all allies within a 30- foot emanation can immediately Stand as a free action; this doesn’t provoke reactions.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3390"},{"skill_mod":{},"summary":"You draw forth and consume a filling snack from this cornucopia. You gain 5 temporary Hit Points that last for 1 minute and suppress the effects of …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3391","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3391","text":" Activate—Bountiful Rations Single Action (manipulate) Frequency once per day; Effect You draw forth and consume a filling snack from this cornucopia. You gain 5 temporary Hit Points that last for 1 minute and suppress the effects of the fatigued condition for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3391"},{"skill_mod":{},"summary":"You attempt to Strike a significant enemy with the doom switch , marking them for defeat. The switch is treated as a simple melee weapon for the …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3392","frequency":"once per day","weakness":{},"name":"(attack, manipulate)","actions_number":2,"id":"action-3392","text":" Activate—Bragging Rights Single Action (attack, manipulate) Frequency once per day; Effect You attempt to Strike a significant enemy with the doom switch , marking them for defeat. The switch is treated as a simple melee weapon for the purpose of proficiency. This attack deals no damage. Critical Success You and your allies gain a +1 status bonus to attack rolls against the target for 1 minute. If you reduce the target to 0 Hit Points during this time, you gain temporary Hit Points equal to twice the target’s level for 1 round. Success As critical success, except you gain temporary Hit Points equal to the target’s level. Failure You and your allies take a –1 status penalty to attack rolls against the target for 1 round. Critical Failure You and your allies take a –2 status penalty to attack rolls against the target for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3392"},{"skill_mod":{},"summary":"You hold the verge aloft, tapping into the majesty of the dragon from whom the verge was made. All enemies in a 60-foot emanation must succeed a DC …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3393","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3393","text":" Activate—Dragon’s Eminence Two Actions (concentrate, manipulate) Frequency once per day; Effect You hold the verge aloft, tapping into the majesty of the dragon from whom the verge was made. All enemies in a 60-foot emanation must succeed a DC 23 Will save or become frightened 2 (frightened 3 on a critical failure).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3393"},{"skill_mod":{},"summary":"For 1 hour, the feather grants you a +1 item bonus to Intimidation checks to Demoralize and Diplomacy checks to Make an Impression , but a –1 …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3394","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":4,"id":"action-3394","text":" Activate—Overconfident Facade Two Actions (concentrate) Frequency once per day; Effect For 1 hour, the feather grants you a +1 item bonus to Intimidation checks to Demoralize and Diplomacy checks to Make an Impression, but a –1 item penalty on Acrobatics and Athletics checks, as your inflated confidence leads you to attempt things you simply cannot do.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3394"},{"skill_mod":{},"summary":"You play a rousing tune on the fife that carries across the battlefield. You and all allies in a 60-foot emanation gain a +1 status bonus to saving …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3395","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3395","text":" Activate—Call to Arms Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play a rousing tune on the fife that carries across the battlefield. You and all allies in a 60-foot emanation gain a +1 status bonus to saving throws for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3395"},{"skill_mod":{},"summary":"You hammer a thundering beat on the guangu. For 10 minutes, mounted allies within a 60-foot emanation gain a +10-foot status bonus to their mount’s …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3396","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3396","text":" Activate—The Hammer of Hooves Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You hammer a thundering beat on the guangu. For 10 minutes, mounted allies within a 60-foot emanation gain a +10-foot status bonus to their mount’s Speeds. They also gain a +1 status bonus to Nature checks to Command an Animal and automatically succeed when they Command an Animal they’re mounted on to take a move action (such as Stride).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3396"},{"skill_mod":{},"summary":"You blast a note on the horn so clear and pure that its grandeur stuns your enemies and inspires your allies. Allies in the area gain a +1 status …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3397","frequency":"once per day","weakness":{},"name":"(auditory, incapacitation, manipulate)","actions_number":2,"id":"action-3397","text":" Activate—Archon's Note Single Action (auditory, incapacitation, manipulate) Frequency once per day; Effect You blast a note on the horn so clear and pure that its grandeur stuns your enemies and inspires your allies. Allies in the area gain a +1 status bonus to attack rolls and saving throws for 1 round. Enemies within a 60-foot emanation must attempt a DC 35 Fortitude saving throw. They’re then temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature is off-guard for 1 round. Failure The creature is stunned 1 and off-guard for 1 round. Critical Failure The creature is stunned 2 and off-guard for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3397"},{"skill_mod":{},"summary":"You whisper a name and whatever details you recall about that person to the effigy, telling it everything you can about your target. The next time …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3398","frequency":"once per day","weakness":{},"name":"10 minutes (auditory, manipulate)","id":"action-3398","text":" Activate—Whispers of Leng 10 minutes (auditory, manipulate) Frequency once per day; Effect You whisper a name and whatever details you recall about that person to the effigy, telling it everything you can about your target. The next time the target sleeps, they are subject to a nightmare spell (DC 30). This continues every time the target sleeps until they die, you whisper a new target to the effigy, or the target gets a critical success on their save against the nightmare .","category":"action","rarity":"common","slug":"action-3398"},{"skill_mod":{},"summary":"You brandish the effigy aloft, exposing all who see it to its bizarre visage. You and all creatures within a 120-foot emanation must attempt a DC …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3399","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate, visual)","actions_number":4,"id":"action-3399","text":" Activate—Smothering Lassitude Two Actions (concentrate, manipulate, visual) Frequency once per day; Effect You brandish the effigy aloft, exposing all who see it to its bizarre visage. You and all creatures within a 120-foot emanation must attempt a DC 34 Will save. Critical Success The creature is unaffected. Success The creature is stupefied 1 until the start of your next turn. Failure The creature is stupefied 1 and stunned 1 until the start of your next turn. Critical Failure The creature is stupefied 2 and stunned 1 until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3399"},{"skill_mod":{},"summary":"Pure, impenetrable darkness flows out of the lantern like smoke and simply eats the light. A 60-foot emanation centered on the lantern is plunged …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3400","frequency":"once per week","weakness":{},"name":"(concentrate, darkness, death, manipulate, spirit)","actions_number":6,"id":"action-3400","text":" Activate—Consuming Darkness Three Actions (concentrate, darkness, death, manipulate, spirit) Frequency once per week; Effect Pure, impenetrable darkness flows out of the lantern like smoke and simply eats the light. A 60-foot emanation centered on the lantern is plunged into darkness for 1 minute. This darkness functions as a 4th-rank darkness spell. When the darkness is created, it deals 6d8 spirit damage (DC 30 basic Fortitude save) to all creatures within the area. Any creature reduced to 0 Hit Points from this damage is destroyed entirely, leaving behind only a shadow that will slowly fade over the course of a year.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3400"},{"skill_mod":{},"summary":"You issue a command in a booming voice while gesturing with the marshal’s baton and cast a command spell (DC 18). This spell affects troops …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3401","frequency":"once per day","weakness":{},"name":"(auditory, manipulate)","actions_number":4,"id":"action-3401","text":" Activate—Stentorian Order Two Actions (auditory, manipulate) Frequency once per day; Effect You issue a command in a booming voice while gesturing with the marshal’s baton and cast a command spell (DC 18). This spell affects troops and swarms as if they were a single creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3401"},{"skill_mod":{},"summary":"You manipulate time around an ally within 30 feet, allowing them to perceive time differently for a moment. The target is quickened for 1 round and …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3402","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3402","text":" Activate—Steal a Second Single Action (manipulate) Frequency once per day; Effect You manipulate time around an ally within 30 feet, allowing them to perceive time differently for a moment. The target is quickened for 1 round and can use the action only to Step or Stride.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3402"},{"skill_mod":{},"summary":"You gain 3 actions, each of which must be immediately used to Leap , Stand , Step , or Stride . If you have an appropriate Speed, you can add …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3403","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-3403","text":" Activate—Step Between the Ticks Two Actions (manipulate) Frequency once per day; Effect You gain 3 actions, each of which must be immediately used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can’t speak, and can’t use any actions that would be triggered by your movements. While you’re taking these actions, you can’t take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3403"},{"skill_mod":{},"summary":"You cast forth a tooth from the bag, and where it lands, a skeleton springs up from the ground. This has the effect of phantasmal minion , except …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3404","frequency":"once per hour","weakness":{},"name":"(manipulate, occult)","actions_number":4,"id":"action-3404","text":" Activate—Sow a Tooth Two Actions (manipulate, occult) Frequency once per hour; Effect You cast forth a tooth from the bag, and where it lands, a skeleton springs up from the ground. This has the effect of phantasmal minion , except the minion appears as a visible skeleton.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3404"},{"skill_mod":{},"summary":"You draw a whole handful of teeth and cast them to the ground, casting rouse skeletons as a 5th-rank spell (DC 30).","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3405","frequency":"once per day","weakness":{},"name":"(manipulate, occult)","actions_number":4,"id":"action-3405","text":" Activate—Fist Full of Fangs Two Actions (manipulate, occult) Frequency once per day; Effect You draw a whole handful of teeth and cast them to the ground, casting rouse skeletons as a 5th-rank spell (DC 30).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3405"},{"skill_mod":{},"summary":"You draw a seed and cast it into a space within 30 feet. The satchel casts protector tree as a 2nd-rank spell.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3406","frequency":"once per day","weakness":{},"name":"(manipulate, primal)","actions_number":4,"id":"action-3406","text":" Activate—Seed of Saftey Two Actions (manipulate, primal) Frequency once per day; Effect You draw a seed and cast it into a space within 30 feet. The satchel casts protector tree as a 2nd-rank spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3406"},{"skill_mod":{},"summary":"You draw a seed and cast it into a space within 30 feet. A small tree sprouts within 10 minutes, producing 5 fruits. A creature who eats the fruit …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3407","frequency":"once per day","weakness":{},"name":"(healing, manipulate, primal)","actions_number":4,"id":"action-3407","text":" Activate—Seed of Sustenance Two Actions (healing, manipulate, primal) Frequency once per day; Effect You draw a seed and cast it into a space within 30 feet. A small tree sprouts within 10 minutes, producing 5 fruits. A creature who eats the fruit with an Interact action regains 1d6+2 Hit Points and receives as much nourishment as one meal for a typical human. After an hour, the tree and all its fruits wither away.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3407"},{"skill_mod":{},"summary":"You activate the semaphore to mislead the enemy. Choose a creature within 60 feet to attempt a DC 28 Will saving throw.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3408","frequency":"once per day","weakness":{},"name":"(concentrate, emotion, fear, manipulate, mental, visual)","actions_number":4,"id":"action-3408","text":" Activate—Insidious Insinuation Two Actions (concentrate, emotion, fear, manipulate, mental, visual) Frequency once per day; Effect You activate the semaphore to mislead the enemy. Choose a creature within 60 feet to attempt a DC 28 Will saving throw. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 1 and is off-guard for 1 round. Critical Failure The target is frightened 2 and off-guard for 2 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3408"},{"skill_mod":{},"summary":"You play a swift composition that fascinates all snakes, pythons, vipers, and serpents that hear it. At the GM’s discretion, creatures with major …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3409","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3409","text":" Activate—Sooth Serpents Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play a swift composition that fascinates all snakes, pythons, vipers, and serpents that hear it. At the GM’s discretion, creatures with major serpentine features, such as serpentfolk, are also subjected to this effect. All such creatures within a 30-foot emanation must attempt a DC 20 Will save. Critical Success The target’s attitude toward you decreases by one step. Success The creature is unaffected. Failure The target’s attitude toward you improves by one step, and it feels a powerful urge to dance. It takes a –5- foot penalty to its Speeds for 1 minute as it sways and dances to the music. Critical Failure As failure, but the target’s attitude toward you improves by two steps.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3409"},{"skill_mod":{},"summary":"You play the snare with an extreme cadence. You and all allies within a 30-foot emanation gain the quickened condition until the end of your next …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3410","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3410","text":" Activate—Prestissimo Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play the snare with an extreme cadence. You and all allies within a 30-foot emanation gain the quickened condition until the end of your next turn and can use the extra action each round for only Step and Stride actions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3410"},{"skill_mod":{},"summary":"You play the snare with a lassitude that drains the speed from your foes. Enemies within a 30-foot emanation must attempt a DC 34 Fortitude save.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3411","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3411","text":" Activate—Larghissimo Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You play the snare with a lassitude that drains the speed from your foes. Enemies within a 30-foot emanation must attempt a DC 34 Fortitude save. Critical Success The creature is unaffected. Success The creature slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature is slowed 2 and off-guard for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3411"},{"skill_mod":{},"summary":"You dramatically swing, twirl, or otherwise brandish the swagger stick to direct your troops. All allied creatures within 30 feet who can see your …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3412","frequency":"once per day","weakness":{},"name":"(manipulate, visual)","actions_number":2,"id":"action-3412","text":" Activate—Swagger Single Action (manipulate, visual) Frequency once per day; Effect You dramatically swing, twirl, or otherwise brandish the swagger stick to direct your troops. All allied creatures within 30 feet who can see your display gain +1 status bonus to attack rolls, Fortitude saves, and Will saves against mental effects for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3412"},{"skill_mod":{},"summary":"You beat a march on the timpani that continuously increases in tempo. Enemies within a 30-foot emanation must attempt a DC 26 Will save.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3413","frequency":"once per day","weakness":{},"name":"(auditory, emotion, fear, manipulate, mental)","actions_number":2,"id":"action-3413","text":" Activate—Sustain Dread Single Action (auditory, emotion, fear, manipulate, mental) Frequency once per day; Effect You beat a march on the timpani that continuously increases in tempo. Enemies within a 30-foot emanation must attempt a DC 26 Will save. Critical Success The creature is unaffected. Success The target can’t reduce its frightened value below 1 for 1 round. Failure The target can’t reduce its frightened value below 1 for 1 minute. Critical Failure As failure, and it becomes frightened 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3413"},{"skill_mod":{},"summary":"You brandish the vine baton with a flourish or in some other dramatic manner. You and your allies within 120 feet can Hustle for 1 additional hour. …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3414","frequency":"once per day","weakness":{},"name":"(manipulate, visual)","actions_number":4,"id":"action-3414","text":" Activate—Forward March! Two Actions (manipulate, visual) Frequency once per day; Effect You brandish the vine baton with a flourish or in some other dramatic manner. You and your allies within 120 feet can Hustle for 1 additional hour. If you enter an encounter during this time period, the effect ends, but you receive a +2 status bonus to your initiative rolls for that encounter.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3414"},{"skill_mod":{},"summary":"You tap into the great music of the pipes, inspiring all allies who can hear. You and all allies within a 60-foot emanation gain a +1 status bonus …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3415","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate)","actions_number":4,"id":"action-3415","text":" Activate—Inspirational Salute Two Actions (auditory, concentrate, manipulate) Frequency once per day; Effect You tap into the great music of the pipes, inspiring all allies who can hear. You and all allies within a 60-foot emanation gain a +1 status bonus to damage rolls and saves against fear effects for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3415"},{"skill_mod":{},"summary":"You blast a draconic scream from the nafir. All creatures in a 30-foot cone take 5d10 sonic damage (DC 27 basic Fortitude save). On a failed …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3416","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, manipulate, sonic)","actions_number":4,"id":"action-3416","text":" Activate—Wyvern Scream Two Actions (auditory, concentrate, manipulate, sonic) Frequency once per day; Effect You blast a draconic scream from the nafir. All creatures in a 30-foot cone take 5d10 sonic damage (DC 27 basic Fortitude save). On a failed save, the target is pushed back 5 feet (or 10 feet on a critical failure).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3416"},{"skill_mod":{},"summary":"You grant a +1 status bonus to its saving throw against the triggering effect.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An animal within 30 feet wearing the paired blinders attempts a saving throw against a fear effect but hasn’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3417","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3417","text":" Activate—It Can’t Hurt You Reaction (concentrate) Frequency once per day; Trigger An animal within 30 feet wearing the paired blinders attempts a saving throw against a fear effect but hasn’t rolled yet; Effect You grant a +1 status bonus to its saving throw against the triggering effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3417"},{"skill_mod":{},"summary":"Despite your wounds, your troops are inspired to fight on. For 1 minute, all allies in a 30-foot emanation gain a +2 status bonus to saving throws …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You take damage from an enemy’s Strike or spell attack roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3418","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3418","text":" Activate—Fight On Reaction (concentrate) Frequency once per day; Trigger You take damage from an enemy’s Strike or spell attack roll; Effect Despite your wounds, your troops are inspired to fight on. For 1 minute, all allies in a 30-foot emanation gain a +2 status bonus to saving throws against fear effects.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3418"},{"skill_mod":{},"summary":"The symbol magically glows above your head. It’s invisible to everyone not invested in a matching ally’s kerchief .","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You move within 15 feet of a creature wearing a matching ally’s kerchief ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3419","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-3419","text":" Activate—Identify Allies Free Action (concentrate) Trigger You move within 15 feet of a creature wearing a matching ally’s kerchief ; Effect The symbol magically glows above your head. It’s invisible to everyone not invested in a matching ally’s kerchief .","category":"action","actions":"Free Action","rarity":"common","slug":"action-3419"},{"skill_mod":{},"summary":"You touch the metal plates of the saddle, which begin to unfold around the creature, covering your mount in heavy barding that extends from a …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3420","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-3420","text":" Activate—Ready for Battle Two Actions (manipulate) Effect You touch the metal plates of the saddle, which begin to unfold around the creature, covering your mount in heavy barding that extends from a simple-looking saddle. The Bulk of the saddle is the same in either form, but your mount isn’t affected by the restrictions or the benefits of wearing barding while it’s in saddle form. If the mount is already wearing barding, this has no effect. You return the barding to saddle form by using the same activity.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3420"},{"skill_mod":{},"summary":"The stain on the bloodstained waistcoat gets slightly larger as you bleed in lieu of an ally. The waistcoat ends a persistent bleed condition for …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3421","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3421","text":" Activate—Staunch Bleeding Single Action (manipulate) Frequency once per day; Effect The stain on the bloodstained waistcoat gets slightly larger as you bleed in lieu of an ally. The waistcoat ends a persistent bleed condition for one ally within 30 feet, but you gain that condition with the same parameters.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3421"},{"skill_mod":{},"summary":"The soles on your boots grow even thicker for a moment, proving a bounce to your step. You Step twice.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3422","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3422","text":" Activate—Big Step Single Action (concentrate) Frequency once per day; Effect The soles on your boots grow even thicker for a moment, proving a bounce to your step. You Step twice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3422"},{"skill_mod":{},"summary":"You shuffle your boots, which still stink of the dead, causing one undead creature of your choice to think that you too are undead. The target is …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3423","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3423","text":" Activate—One of You Single Action (manipulate) Frequency once per hour; Effect You shuffle your boots, which still stink of the dead, causing one undead creature of your choice to think that you too are undead. The target is off-guard against the next melee attack you attempt against it before the end of your current turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3423"},{"skill_mod":{},"summary":"You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3424","frequency":"once per hour","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3424","text":" Activate—Draw Secret Blade Single Action (manipulate) Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3424"},{"skill_mod":{},"summary":"You Interact to draw your weapon from your scabbard and Strike with it. On that Strike, you can roll twice and take the better result.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a weapon sheathed in your commandant’s scabbard ","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3425","frequency":"once per hour","weakness":{},"name":"(fortune)","actions_number":2,"id":"action-3425","text":" Activate—Commanding Draw Single Action (fortune) Frequency once per hour; Requirements You have a weapon sheathed in your commandant’s scabbard ; Effect You Interact to draw your weapon from your scabbard and Strike with it. On that Strike, you can roll twice and take the better result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3425"},{"skill_mod":{},"summary":"You tap the quiver, and the arrows inside transform into cold iron or silver . They revert to wood after 1 minute.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3426","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3426","text":" Activate—Convert Arrows Single Action (manipulate) Frequency once per day; Effect You tap the quiver, and the arrows inside transform into cold iron or silver. They revert to wood after 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3426"},{"skill_mod":{},"summary":"You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a free hand","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3427","frequency":"once per day","weakness":{},"name":"(concentrate, fire)","actions_number":2,"id":"action-3427","text":" Activate—Release Heat Single Action (concentrate, fire) Frequency once per day; Requirements You have a free hand; Effect You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3427"},{"skill_mod":{},"summary":"Your mask springs to life, pumping clean air into your nose and mouth. For 1 round, you are immune to inhaled poisons, inhaled diseases, and …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3428","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3428","text":" Activate—Breathe Clean Single Action (manipulate) Frequency once per day; Effect Your mask springs to life, pumping clean air into your nose and mouth. For 1 round, you are immune to inhaled poisons, inhaled diseases, and olfactory effects. If you have ongoing effects due to such an effect from before activating the mask, those effects continue as normal. If the air around you is unbreathable, you are underwater, or you are in a vacuum, you can breathe normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3428"},{"skill_mod":{},"summary":"Your golden greaves glow with a strange light, and you move your legs in just the right way to completely throw off your opponent. Your opponent …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An enemy fails to Reposition , Shove , or Trip you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3429","frequency":"once per day","weakness":{},"name":"(concentrate, misfortune)","actions_number":1,"id":"action-3429","text":" Activate—Make Them Fall Reaction (concentrate, misfortune) Frequency once per day; Trigger An enemy fails to Reposition, Shove, or Trip you; Effect Your golden greaves glow with a strange light, and you move your legs in just the right way to completely throw off your opponent. Your opponent instead critically fails on the triggering check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3429"},{"skill_mod":{},"summary":"Your gloves help you squeeze even more tightly, keeping your opponent from moving freely. The enemy you have grabbed or restrained is slowed 1 for …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have an enemy g rabbed or restrained ","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3430","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3430","text":" Activate—Sticky Grip Single Action (manipulate) Frequency once per day; Requirements You have an enemy grabbed or restrained; Effect Your gloves help you squeeze even more tightly, keeping your opponent from moving freely. The enemy you have grabbed or restrained is slowed 1 for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3430"},{"skill_mod":{},"summary":"Your harness ripples, pulling the required instrument into your hands. You Interact to draw the required instrument, but this manipulate action …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"There is an instrument attached to the instrument harness and you have enough hands free to hold it","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3431","frequency":"once per day","weakness":{},"name":"","actions_number":0,"id":"action-3431","text":" Activate—Ready to Play Free Action ; Frequency once per day; Requirements There is an instrument attached to the instrument harness and you have enough hands free to hold it; Effect Your harness ripples, pulling the required instrument into your hands. You Interact to draw the required instrument, but this manipulate action doesn’t trigger reactions.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3431"},{"skill_mod":{},"summary":"You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3432","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3432","text":" Activate—Bleeding Rubies Single Action (manipulate) Frequency once per day; Requirements You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll; Effect You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. The target takes 1d6 persistent bleed damage. The ruby reappears on the belt after 24 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3432"},{"skill_mod":{},"summary":"You share your hard-earned experience with your ally, giving them a +1 circumstance bonus to saving throws they attempt as a result of that reaction …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"One of your allies triggers a reaction from an enemy or a hazard","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3433","frequency":"once per hour","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3433","text":" Activate—Heads Up! Reaction (concentrate) Frequency once per hour; Trigger One of your allies triggers a reaction from an enemy or a hazard; Effect You share your hard-earned experience with your ally, giving them a +1 circumstance bonus to saving throws they attempt as a result of that reaction and a +1 circumstance bonus to their AC against attacks made during that reaction.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3433"},{"skill_mod":{},"summary":"Your love pulls you back from the brink of death and the locket cracks. You avoid dying and remain at 1 Hit Point. You cannot use the ability again …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You would die due to a death effect rather than the dying condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3434","weakness":{},"name":"","actions_number":1,"id":"action-3434","text":" Activate—True Love’s Power Reaction ; Trigger You would die due to a death effect rather than the dying condition; Effect Your love pulls you back from the brink of death and the locket cracks. You avoid dying and remain at 1 Hit Point. You cannot use the ability again until you replace the casing of the locket, which typically takes around 1 month and costs 600 gp.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3434"},{"skill_mod":{},"summary":"The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You would fail but not critically fail an Athletics check to High Jump or Long Jump ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3435","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-3435","text":" Activate—Gorila's Second Leap Reaction (concentrate, fortune) Frequency once per day; Trigger You would fail but not critically fail an Athletics check to High Jump or Long Jump; Effect The gorilla on the medal beats its chest, giving you another chance. You reroll the failed check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3435"},{"skill_mod":{},"summary":"You regain an additional 4d6 Hit Points.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You would regain Hit Points from a magical effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3436","frequency":"once per day","weakness":{},"name":"(concentrate, healing, vitality)","actions_number":1,"id":"action-3436","text":" Activate—Unicorn’s Grace Reaction (concentrate, healing, vitality) Frequency once per day; Trigger You would regain Hit Points from a magical effect; Effect You regain an additional 4d6 Hit Points.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3436"},{"skill_mod":{},"summary":"The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"Your dying condition increases","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3437","frequency":"once per day","weakness":{},"name":"(vitality)","actions_number":0,"id":"action-3437","text":" Activate—Phoenix’s Sacrifice Free Action (vitality) Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3437"},{"skill_mod":{},"summary":"Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An enemy within 30 feet targets you with a Strike or a spell that deals damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3438","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":0,"id":"action-3438","text":" Activate—Do No Harm Free Action (concentrate) Frequency once per day; Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage; Effect Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage rolls until the end of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3438"},{"skill_mod":{},"summary":"You twist the lenses of your glasses as you look for someone hidden. You Seek with a +1 item bonus. If you find a hidden creature or object, you …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3439","weakness":{},"name":"(detection, manipulate)","actions_number":2,"id":"action-3439","text":" Activate—Find the Hidden Single Action (detection, manipulate) Effect You twist the lenses of your glasses as you look for someone hidden. You Seek with a +1 item bonus. If you find a hidden creature or object, you can Point Out as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3439"},{"skill_mod":{},"summary":"The pendent alerts all other allies within 500 feet who are also wearing a name pendant .","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You gain the dying condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3440","frequency":"once per day","weakness":{},"name":"","actions_number":0,"id":"action-3440","text":" Activate—Alert Superior Officer Free Action ; Frequency once per day; Trigger You gain the dying condition; Effect The pendent alerts all other allies within 500 feet who are also wearing a name pendant .","category":"action","actions":"Free Action","rarity":"common","slug":"action-3440"},{"skill_mod":{},"summary":"The pristine epaulets are often worn to both tense military negotiations and social events and can help you recover from a misstep. You can reroll …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You critically fail a Diplomacy check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3441","frequency":"once per day","weakness":{},"name":"(concentrate, fortune)","actions_number":1,"id":"action-3441","text":" Activate—I Meant to Say Reaction (concentrate, fortune) Frequency once per day; Trigger You critically fail a Diplomacy check; Effect The pristine epaulets are often worn to both tense military negotiations and social events and can help you recover from a misstep. You can reroll the check, but you must take the new result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3441"},{"skill_mod":{},"summary":"Your protective netting flutters rapidly, keeping the swarm away. You gain a +1 item bonus to saving throws against effects originating from swarms …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"A swarm enters your space","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3442","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":1,"id":"action-3442","text":" Activate—Flutter Net Reaction (manipulate) Frequency once per day; Trigger A swarm enters your space; Effect Your protective netting flutters rapidly, keeping the swarm away. You gain a +1 item bonus to saving throws against effects originating from swarms for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3442"},{"skill_mod":{},"summary":"Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You fail a Swim check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3443","frequency":"once per day","weakness":{},"name":"(air, concentrate)","actions_number":1,"id":"action-3443","text":" Activate—Gasp for Air Reaction (air, concentrate) Frequency once per day; Trigger You fail a Swim check; Effect Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3443"},{"skill_mod":{},"summary":"Your shining hackle glows even brighter, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). This effect lasts …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3444","weakness":{},"name":"(concentrate, light)","actions_number":2,"id":"action-3444","text":" Activate—Glowing Hackle Single Action (concentrate, light) Effect Your shining hackle glows even brighter, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). This effect lasts until you Dismiss it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3444"},{"skill_mod":{},"summary":"You race to the side of an ally who needs your help. You Stride twice, ignoring difficult terrain , but your movement must end adjacent to an ally.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3445","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3445","text":" Activate—At Your Aid Single Action (concentrate) Frequency once per day; Effect You race to the side of an ally who needs your help. You Stride twice, ignoring difficult terrain, but your movement must end adjacent to an ally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3445"},{"skill_mod":{},"summary":"The sturdy neck stock expands to cover not only your neck but also your shoulders and the back of your head. For 1 minute, you aren’t off-guard to …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3446","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3446","text":" Activate—Stretch out Stock Single Action (concentrate) Frequency once per day; Effect The sturdy neck stock expands to cover not only your neck but also your shoulders and the back of your head. For 1 minute, you aren’t off-guard to hidden, undetected, or flanking creatures, or creatures using surprise attack of your level or lower.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3446"},{"skill_mod":{},"summary":"The tasset helps you stretch farther than you normally could. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3447","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3447","text":" Activate—Lunging Attack Single Action (concentrate) Frequency once per day; Effect The tasset helps you stretch farther than you normally could. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3447"},{"skill_mod":{},"summary":"Your trusty helmet protects not only your head but your mind. The value of your stupefied condition is decreased by 1.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You gain the stupefied condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3448","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":1,"id":"action-3448","text":" Activate—Block Manipulation Reaction (concentrate) Frequency once per day; Trigger You gain the stupefied condition; Effect Your trusty helmet protects not only your head but your mind. The value of your stupefied condition is decreased by 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3448"},{"skill_mod":{},"summary":"You hunker down, protecting your head using your helmet. You gain a +1 circumstance bonus to your AC against ranged attacks.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3449","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3449","text":" Activate—Hunker Down Single Action (manipulate) Effect You hunker down, protecting your head using your helmet. You gain a +1 circumstance bonus to your AC against ranged attacks.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3449"},{"skill_mod":{},"summary":"For the next minute, you ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3450","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":4,"id":"action-3450","text":" Activate—One with the Woods Two Actions (manipulate) Frequency once per day; Effect For the next minute, you ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3450"},{"skill_mod":{},"summary":"You draw the hood of your warming parka closed to fend off the cold as much as possible. For the next minute, you gain resistance 3 to cold …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3451","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3451","text":" Activate—Extra Warming Single Action (manipulate) Frequency once per day; Effect You draw the hood of your warming parka closed to fend off the cold as much as possible. For the next minute, you gain resistance 3 to cold damage, but also take a –2 item penalty to Perception checks. You can Dismiss this effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3451"},{"skill_mod":{},"summary":"Sometimes people aren’t in control of their minds. You activate your armband, which, for the next minute, suddenly glows red if anyone within 30 feet …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3452","frequency":"once per day","weakness":{},"name":"(concentrate, detection, manipulate)","actions_number":2,"id":"action-3452","text":" Activate—Find the Plant Single Action (concentrate, detection, manipulate) Frequency once per day; Effect Sometimes people aren’t in control of their minds. You activate your armband, which, for the next minute, suddenly glows red if anyone within 30 feet of you is under the effect of a magical mental effect that is controlling their mind or body (such as dominate ).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3452"},{"skill_mod":{},"summary":"You issue an order to your follower, granting them 2 actions. This action has the auditory or visual trait depending on the method of …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3453","weakness":{},"name":"Direct Follower","trait":["Concentrate"],"actions_number":2,"id":"action-3453","text":" Direct Follower Single Action Source Battlecry! pg. 76 --- You issue an order to your follower, granting them 2 actions. This action has the auditory or visual trait depending on the method of communication used, but it must have one or the other. You can Direct your Follower to perform any of the following basic actions: Crawl, Drop Prone, Escape, Interact, Leap, Release, Seek, Sense Motive, Stand, Step, Stride, and Strike. They can only use the Strikes listed in their stat blocks. Followers that gain a burrow Speed or fly Speed can use Burrow or Fly, respectively. You can also direct your follower to use skill actions for which they meet the prerequisites. Finally, you can direct the follower to perform any actions listed in their stat block. Unlike an animal companion's support actions, these special actions don't impose restrictions on the other actions a follower can use on this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3453"},{"skill_mod":{},"summary":"You spend 1 minute calling for a different follower, switching your active follower for another of your followers.","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3454","weakness":{},"name":"Call Follower","trait":["Exploration"],"id":"action-3454","text":" Call Follower Source Battlecry! pg. 83 --- You spend 1 minute calling for a different follower, switching your active follower for another of your followers.","category":"action","rarity":"common","slug":"action-3454"},{"skill_mod":{},"summary":"You unleash a fearsome roar. 1 creature of your choice within 30 feet must attempt a DC 16 Will save or become frightened 1 (frightened 2 on a …","primary_source":"Pathfinder #216: The Acropolis Pyre","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have a doomed or wounded value of 1 or higher","source":["Pathfinder #216: The Acropolis Pyre"],"trigger":"Your turn begins","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3455","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(auditory, concentrate)","actions_number":0,"id":"action-3455","text":" Activate—Boar's Last Stand Free Action (auditory, concentrate) Frequency once per day; Trigger Your turn begins; Requirements You have a doomed or wounded value of 1 or higher; Effect You unleash a fearsome roar. 1 creature of your choice within 30 feet must attempt a DC 16 Will save or become frightened 1 (frightened 2 on a critical failure). Increase this DC by the sum of your doomed and wounded values (maximum DC 20). You then gain 5 temporary Hit Points that last 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3455"},{"skill_mod":{},"summary":"You drive one end of the cutting into the soil. The cutting immediately grows into an olive tree whose boughs shelter a 15-foot-diameter area. …","primary_source":"Pathfinder #216: The Acropolis Pyre","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are outside and standing atop an unoccupied 5-foot square with some soil","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3456","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(healing, manipulate, plant)","actions_number":4,"id":"action-3456","text":" Activate—Sew the Cutting Two Actions (healing, manipulate, plant) Requirements You are outside and standing atop an unoccupied 5-foot square with some soil; Effect You drive one end of the cutting into the soil. The cutting immediately grows into an olive tree whose boughs shelter a 15-foot-diameter area. Creatures in the sheltered area gain resistance 3 to any environmental damage, gain a +1 status bonus to saving throws against environmental hazards, and gain a +1 status bonus to Survival checks to Subsist. After 10 minutes, the tree sprouts 8 olives, each of which can be eaten as an action to restore 1 Hit Point and nourish the eater as if they had consumed a full meal. After 8 hours, the olives lose their potency, and the gift of olives cutting detaches from the tree and falls harmlessly to the ground. The olive tree loses its protective abilities and becomes a normal, non-magical olive tree that survives so long as it's growing in a suitable location.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3456"},{"skill_mod":{},"summary":"You flourish the cloak, using the feathers to reduce the incoming heat. You gain fire resistance 5 and a +1 circumstance bonus to saving throws …","primary_source":"Pathfinder #216: The Acropolis Pyre","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #216: The Acropolis Pyre"],"trigger":"You would be affected by a fire effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3457","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(manipulate)","actions_number":1,"id":"action-3457","text":" Activate—Deflect Flame Reaction (manipulate) Trigger You would be affected by a fire effect; Effect You flourish the cloak, using the feathers to reduce the incoming heat. You gain fire resistance 5 and a +1 circumstance bonus to saving throws against the triggering effect until the beginning of your next turn. If you are taking persistent fire damage, you can immediately attempt a flat check to end the persistent damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3457"},{"skill_mod":{},"summary":"The hydra head club snaps with a momentary burst of its former glory. Your Strike attempt deals an additional 1d6 damage. If your Strike misses, …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"trigger":"You attempt a Strike as a Reaction","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3458","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(attack)","actions_number":0,"id":"action-3458","text":" Activate—Reactive Snap Free Action (attack) Frequency once per day; Trigger You attempt a Strike as a Reaction; Effect The hydra head club snaps with a momentary burst of its former glory. Your Strike attempt deals an additional 1d6 damage. If your Strike misses, the activation does not count against the hydra head club's activation frequency.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3458"},{"skill_mod":{},"summary":"The protector's final gift secrets apiprophecy venom, which coats the blade and affects the next creature successfully struck with the blade within …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3459","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(manipulate)","actions_number":0,"id":"action-3459","text":" Activate—Apiprophecy Sting Free Action (manipulate) Frequency once per day; Effect The protector's final gift secrets apiprophecy venom, which coats the blade and affects the next creature successfully struck with the blade within the next minute. Apiprophecy Venom (poison) Saving Throw DC 20 Will; Maximum Duration 4 rounds; Stage 1 2d6 mental damage and dazzled","category":"action","actions":"Free Action","rarity":"common","slug":"action-3459"},{"skill_mod":{},"summary":"You gather the nearby air and wind within the vortex pouch . Creatures within a 20-foot emanation must attempt a DC 20 Fortitude save or be moved …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The vortex pouch is empty","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3460","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(air, manipulate)","actions_number":4,"id":"action-3460","text":" Activate—Catch Wind Two Actions (air, manipulate) Requirements The vortex pouch is empty; Effect You gather the nearby air and wind within the vortex pouch . Creatures within a 20-foot emanation must attempt a DC 20 Fortitude save or be moved 5 feet closer toward you as the air rushes into the pouch. Targets that critically fail the save are moved 10 feet. You can Sustain the activation once per round, up to 1 minute, to continue Catching Wind. If you spend a Mythic Point when Catching Wind, the vortex pouch gathers air in a 10-mile radius; though the vortex is only strong enough to forcibly suck in creatures within the original 20-foot emanation, weaker creatures with the air trait and creatures associated with the sky in the 10-mile radius will know your general direction and feel a sense of unease, granting you a +2 status bonus to Intimidation checks against those creatures for 1 week. When you end the activation, the vortex pouch becomes 1 Bulk and you can empty it using Release Wind.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3460"},{"skill_mod":{},"summary":"Wind rushes out of the vortex pouch in a 30-foot cone . All creatures in the cone take 8d6 bludgeoning damage (DC 20 basic Fortitude save). …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The vortex pouch contains air or wind","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3461","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(air, manipulate)","actions_number":4,"id":"action-3461","text":" Activate—Release Wind Two Actions (air, manipulate) Requirements The vortex pouch contains air or wind; Effect Wind rushes out of the vortex pouch in a 30-foot cone. All creatures in the cone take 8d6 bludgeoning damage (DC 20 basic Fortitude save). Creatures that fail their saving throw are pushed 5 feet away from you; creatures that critically fail are pushed 10 feet. If the caught wind included weather that might deal a different type of damage, Release Wind deals this damage instead (for instance, dealing electricity damage if it caught a thundercloud or cold damage if it caught a blizzard).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3461"},{"skill_mod":{},"summary":"Your name appears on the shaft of the preordained spear . Your doomed value decreases by 1, and you regain 1 Mythic Point . Your name fades from …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your name is not on the spear, and you have the doomed condition","source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3462","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(manipulate)","actions_number":2,"id":"action-3462","text":" Activate—Delay Doom Single Action (manipulate) Requirements Your name is not on the spear, and you have the doomed condition; Effect Your name appears on the shaft of the preordained spear . Your doomed value decreases by 1, and you regain 1 Mythic Point. Your name fades from the spear the next time you make your daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3462"},{"skill_mod":{},"summary":"The shield of snakes moves into position, allowing you to Raise the Shield .","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"trigger":"You roll initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3463","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"","actions_number":1,"id":"action-3463","text":" Activate—Snap Up Reaction ; Trigger You roll initiative; Effect The shield of snakes moves into position, allowing you to Raise the Shield.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3463"},{"skill_mod":{},"summary":"You thrust one of the snake heads at a target, attempting a shield spikes Strike . If you spend 1 Mythic Point , you attempt this Strike at …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3464","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(attack)","actions_number":4,"id":"action-3464","text":" Activate—Snakebite Two Actions (attack) Effect You thrust one of the snake heads at a target, attempting a shield spikes Strike. If you spend 1 Mythic Point, you attempt this Strike at mythic proficiency. On a hit, you inflict damage normally, and then the snakes poison the target, inflicting an additional 2d6 poison damage (DC 27 basic Fortitude save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3464"},{"skill_mod":{},"summary":"Spend 1 Mythic Point . The worldscale shield completely absorbs the blow, preventing all damage that you would have taken from the attack. The …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"trigger":"You would take physical damage (bludgeoning, piercing, or slashing) from an attack and you have your worldscale shield Raised ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3465","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"","actions_number":0,"id":"action-3465","text":" Activate—Absorb Blow Free Action ; Trigger You would take physical damage (bludgeoning, piercing, or slashing) from an attack and you have your worldscale shield Raised; Effect Spend 1 Mythic Point. The worldscale shield completely absorbs the blow, preventing all damage that you would have taken from the attack. The worldscale shield breaks. If it was already broken, it is destroyed.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3465"},{"skill_mod":{},"summary":" Aerekostes studies the ongoing combat and myriad ways an upcoming attack might resolve. On the next attack made using Aerekostes before the end …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3466","frequency":"once per minute","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(concentrate, fortune)","actions_number":2,"id":"action-3466","text":" Activate—Forward Planning Single Action (concentrate, fortune) Frequency once per minute; Effect Aerekostes studies the ongoing combat and myriad ways an upcoming attack might resolve. On the next attack made using Aerekostes before the end of their next turn, their wielder rolls twice and takes the better result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3466"},{"skill_mod":{},"summary":" Aerekostes channels their mythic power into a minor miracle. They spend 1 Mythic Point , then casts one of the following as a 3rd-rank spell (DC …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3467","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(concentrate)","actions_number":4,"id":"action-3467","text":" Activate—Spell Reserve Two Actions (concentrate) Effect Aerekostes channels their mythic power into a minor miracle. They spend 1 Mythic Point, then casts one of the following as a 3rd-rank spell (DC 24 save as appropriate): bane , bless , heroism , protection , resist energy , or spiritual armament . Aerekostes can use their actions to Sustain spells.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3467"},{"skill_mod":{},"summary":"The spearhead unravels and elongates into a group of snake heads. Make up to three melee Strikes with the Hydra Spear , each at a different …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3468","frequency":"once per hour","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"","actions_number":4,"id":"action-3468","text":" Activate—Hydra Swipe Two Actions ; Frequency once per hour; Effect The spearhead unravels and elongates into a group of snake heads. Make up to three melee Strikes with the Hydra Spear , each at a different creature within 20 feet. These attacks do not count toward your multiple attack penalty until all attacks have been resolved.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3468"},{"skill_mod":{},"summary":"You take on the general appearance of a type of non-humanoid creature that you can see, with the transformation lasting for 8 hours. Activating this …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3469","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(concentrate, polymorph)","actions_number":2,"id":"action-3469","text":" Activate—Monstrosity Meld Single Action (concentrate, polymorph) Frequency once per day; Effect You take on the general appearance of a type of non-humanoid creature that you can see, with the transformation lasting for 8 hours. Activating this effect doesn’t change your traits or statistics, nor does it grant any of the special abilities of the creature you’re imitating. It does not change your size, so a Medium creature that assumes the shape of a manticore remains Medium sized. This effect uses the same rules as the Impersonate activity of Deception. Onlookers always assume you’re the chosen type of creature unless they’re actively Seeking. You gain a +4 item bonus to your Deception DC against such Perception checks and add your level even if untrained.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3469"},{"skill_mod":{},"summary":"With three sharp taps on the ground, the Staff of the Ruling Beast casts bullhorn as a 5th-rank cantrip, affecting you so long as you hold the …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3470","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(auditory, manipulate)","actions_number":4,"id":"action-3470","text":" Activate—Overwhelming Sound Two Actions (auditory, manipulate) Frequency once per day; Effect With three sharp taps on the ground, the Staff of the Ruling Beast casts bullhorn as a 5th-rank cantrip, affecting you so long as you hold the staff. While affected, you can make your words rumble with palpable force, allowing creatures (including those who cannot hear) to feel your speech and identify your location as if they were using an imprecise sense.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3470"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Cantrip concordant choir 1st command , ventriloquism 2nd …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3471","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"Cast a Spell","id":"action-3471","text":" Activate Cast a Spell Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip concordant choir 1st command , ventriloquism 2nd blistering invective , calm 3rd dream message , enthrall ","category":"action","rarity":"common","slug":"action-3471"},{"skill_mod":{},"summary":"You detach a charm, which creates a glowing ghostly image of the hero-god depicted on it. This image sheds bright light in a 20-foot radius (and …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3472","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(auditory, interact, light)","actions_number":4,"id":"action-3472","text":" Activate—Hero-God's Whisper Two Actions (auditory, interact, light) Effect You detach a charm, which creates a glowing ghostly image of the hero-god depicted on it. This image sheds bright light in a 20-foot radius (and dim light for the next 20 feet) for 1 hour. Allies within the image’s bright light hear the constant whispers of Ekriathe or her successor’s voice, and they gain a +2 status bonus to saving throws against auditory effects. Enemies entering or ending their term in the image’s radius of bright light must attempt a DC 23 Will save. On a failure, the target is fascinated and takes a –2 status penalty to auditory-based Perception checks while they remain in the radius. Creatures that succeed against this effect are temporarily immune for the next 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3472"},{"skill_mod":{},"summary":"The doll’s eyes grow large as its lips quiver, expressing adorable disappointment. Roll 1d4 and add the result to your Diplomacy check as a …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"trigger":"You fail or critically fail to Request a favor","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3473","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(concentrate, emotion, mental, visual)","actions_number":1,"id":"action-3473","text":" Activate—Big Eyes, Pleading Face Reaction (concentrate, emotion, mental, visual) Frequency once per day; Trigger You fail or critically fail to Request a favor; Effect The doll’s eyes grow large as its lips quiver, expressing adorable disappointment. Roll 1d4 and add the result to your Diplomacy check as a circumstance bonus, which might improve the degree of success.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3473"},{"skill_mod":{},"summary":"The doll smugly smirks at the creature, either reinforcing how wise it is to heed your demands or innocently reminding it how much happier it is for …","primary_source":"Pathfinder #218: Titanbane\r\n","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"trigger":"You succeed or critically succeed when Coercing a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3474","frequency":"once per day","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","name":"(concentrate, emotion, mental, visual)","actions_number":1,"id":"action-3474","text":" Activate—Fierce Gaze, Approving Smile Reaction (concentrate, emotion, mental, visual) Frequency once per day; Trigger You succeed or critically succeed when Coercing a creature; Effect The doll smugly smirks at the creature, either reinforcing how wise it is to heed your demands or innocently reminding it how much happier it is for complying. After the creature finishes following your directives, it must attempt a DC 21 Will save. Success The creature is unaffected. Failure The creature’s fond memory of the doll’s approval overwhelms any hard feelings the creature has toward you; it doesn’t act against you as a result of your coercion unless your demands were truly shocking (such as forcing them to violate any anathema they have or betray a close ally).","category":"action","actions":"Reaction","rarity":"common","slug":"action-3474"},{"skill_mod":{},"summary":"If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round.","source":["GM Core"],"trigger":"You attempt a melee Strike against your opponent, but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3475","weakness":{},"name":"Bullying Press","legacy_id":["action-471"],"actions_number":1,"id":"action-3475","text":" Bullying Press Reaction Source GM Core pg. 203 Trigger You attempt a melee Strike against your opponent, but haven’t rolled yet. Requirements You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round. --- If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3475"},{"skill_mod":{},"summary":"You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round.","source":["GM Core"],"trigger":"An opponent hits, but does not critically hit you, with a melee Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3476","weakness":{},"name":"Deceptive Sidestep","legacy_id":["action-472"],"actions_number":1,"id":"action-3476","text":" Deceptive Sidestep Reaction Source GM Core pg. 203 Trigger An opponent hits, but does not critically hit you, with a melee Strike. Requirements You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round. --- You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using Intimidation for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3476"},{"skill_mod":{},"summary":"You pick a precise moment to attack, giving you an edge. Your opponent is off-guard against the attack. If your opponent is using Deception for …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Perception, and you rolled a Perception check for initiative this round.","source":["GM Core"],"trigger":"You attempt a melee Strike against your opponent, but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3477","weakness":{},"name":"Sense Weakness","legacy_id":["action-473"],"actions_number":1,"id":"action-3477","text":" Sense Weakness Reaction Source GM Core pg. 203 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 off-guard against the attack. If your opponent is using Deception for initiative when this ability is used, they are instead off-guard until the start of their next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3477"},{"skill_mod":{},"summary":"Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a duel and have a tradition focus.","source":["GM Core"],"trigger":"Your opponent Casts a Spell from the same tradition as your tradition focus.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3478","weakness":{},"name":"Dueling Counter","legacy_id":["action-474"],"actions_number":1,"id":"action-3478","text":" Dueling Counter Reaction Source GM Core pg. 203 Trigger Your opponent Casts a Spell from the same tradition as your tradition focus. Requirements You are in a duel and have a tradition focus. --- Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3478"},{"skill_mod":{},"summary":"You change your tradition focus to another magical tradition.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a duel and are trained in the skill for the tradition you’re changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine).","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3479","weakness":{},"name":"Change Tradition Focus","legacy_id":["action-475"],"actions_number":2,"id":"action-3479","text":" Change Tradition Focus Single Action Source GM Core pg. 203 Requirements You are in a duel and are trained in the skill for the tradition you’re changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine). --- You change your tradition focus to another magical tradition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3479"},{"skill_mod":{},"summary":"Your riding dragonet enraptures those nearby, exhaling a 15-foot cone of pheromones that fascinates those within it. Each creature in the area is …","primary_source":"Draconic Codex\r\n","trait_group":["Sense"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3480","frequency":"once per 10 minutes","weakness":{},"name":"Enamoring Exhalation","trait":["Olfactory"],"actions_number":4,"id":"action-3480","text":" Enamoring Exhalation Two Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 221 Frequency once per 10 minutes --- Your riding dragonet enraptures those nearby, exhaling a 15-foot cone of pheromones that fascinates those within it. Each creature in the area is fascinated with you and your dragonet until the end of your next turn unless it succeeds at a Fortitude save. This uses a trained DC using the dragonet’s Charisma modifier, or an expert DC if the dragonet is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3480"},{"skill_mod":{},"summary":"You call protective power from the pearl to form a defensive barrier around yourself. You’re affected by an 8th-rank containment spell, which …","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3481","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3481","text":" Activate—Pearlescent Shell Single Action (concentrate) Frequency once per day; Effect You call protective power from the pearl to form a defensive barrier around yourself. You’re affected by an 8th-rank containment spell, which takes on the appearance of shimmering translucent dragon scales. The field has resistance 15 to one damage type related to the dragon the pearl came from. When you activate the pearl, you choose the type from all types the dragon has immunity or resistance to plus a type based on their tradition: force for arcane, spirit for divine, mental for occult, or poison for primal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3481"},{"skill_mod":{},"summary":"The dragon’s tongue releases a burst of energy that manifests as a 30-foot cone dealing 6d6 damage with a DC 28 basic Reflex save. You can’t use …","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3482","weakness":{},"name":"(concentrate, manipulate)","actions_number":4,"id":"action-3482","text":" Activate—Breath of the Spear Two Actions (concentrate, manipulate) Effect The dragon’s tongue releases a burst of energy that manifests as a 30-foot cone dealing 6d6 damage with a DC 28 basic Reflex save. You can’t use this activation again for 1d4 rounds. The damage type matches the breath of the dragon the weapon was made from, and this activation has the corresponding trait.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3482"},{"skill_mod":{},"summary":"You take 2 move actions, each of which can be a Fly or Stride . If you don’t have a fly Speed , you gain a 20-foot fly Speed for Fly actions …","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3483","frequency":"once per day","weakness":{},"name":"(manipulate)","actions_number":2,"id":"action-3483","text":" Activate—Drake's Glide Single Action (manipulate) Frequency once per day; Effect You take 2 move actions, each of which can be a Fly or Stride. If you don’t have a fly Speed, you gain a 20-foot fly Speed for Fly actions from this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3483"},{"skill_mod":{},"summary":"Your fall slows to 60 feet per round for 1 minute, and if you reach the ground during this time you take no damage from the fall.","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"trigger":"You're falling","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3484","frequency":"once per 10 minutes","weakness":{},"name":"(concentrate, manipulate)","actions_number":1,"id":"action-3484","text":" Activate—Descend Reaction (concentrate, manipulate) Frequency once per 10 minutes; Trigger You're falling; Effect Your fall slows to 60 feet per round for 1 minute, and if you reach the ground during this time you take no damage from the fall.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3484"},{"skill_mod":{},"summary":"You exhale a torrent of energy in a 30-foot cone or a 60-foot line , dealing 1d6 damage per level. Each creature in the area must attempt a basic …","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3485","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3485","text":" Activate—Breath of the Dragon Single Action (concentrate) Frequency once per day; Effect You exhale a torrent of energy in a 30-foot cone or a 60-foot line, dealing 1d6 damage per level. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds. The area, damage type, and type of saving throw match those of your draconic benefactor. This ability has the trait associated with the type of damage it deals.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3485"},{"skill_mod":{},"summary":"Your Strikes against the chosen type of enemy deal an additional 1d6 precision damage for 1 minute. This damage increases to 2d6 if you’re 17th level …","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3486","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3486","text":" Activate—Draconic Precision Single Action (concentrate) Frequency once per day; Effect Your Strikes against the chosen type of enemy deal an additional 1d6 precision damage for 1 minute. This damage increases to 2d6 if you’re 17th level or higher.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3486"},{"skill_mod":{},"summary":"Reduce your doomed value by 2. For 1 hour, you gain a +2 status bonus to saves against poisons and diseases , and a status bonus equal to your …","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3487","frequency":"once per day","weakness":{},"name":"(concentrate)","actions_number":2,"id":"action-3487","text":" Activate—Draconic Vitality Single Action (concentrate) Frequency once per day; Effect Reduce your doomed value by 2. For 1 hour, you gain a +2 status bonus to saves against poisons and diseases, and a status bonus equal to your level to Hit Points you regain from spells with the same tradition as your bound dragon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3487"},{"skill_mod":{},"summary":"Attempt an Intimidation check against the Will DC of each creature in a 30-foot emanation that you observe and that observes you.","primary_source":"Draconic Codex\r\n","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3488","frequency":"once per day","weakness":{},"name":"(auditory, concentrate, emotion, fear, incapacitation, mental, unholy)","actions_number":4,"id":"action-3488","text":" Activate—Scream of Unending Destruction Two Actions (auditory, concentrate, emotion, fear, incapacitation, mental, unholy) Frequency once per day; Effect Attempt an Intimidation check against the Will DC of each creature in a 30-foot emanation that you observe and that observes you. Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies in an explosion of hellfire that deals 6d6 fire damage to each creature in a 5-foot emanation. On any other result, the creature becomes frightened 3 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 3 and takes 4d6 fire damage. Failure The target becomes frightened 2. Critical Failure The target is unaffected.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3488"},{"skill_mod":{},"summary":"You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3489","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate, manipulate)","actions_number":6,"id":"action-3489","text":" Activate—Umbral Double Three Actions (concentrate, manipulate) Effect You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it’s destroyed. As long as the double exists, you don’t gain the Shadewither Key’s item bonus to Stealth checks.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3489"},{"skill_mod":{},"summary":"The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"trigger":"You are damaged by a melee attack from an adjacent creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3490","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate)","actions_number":1,"id":"action-3490","text":" Activate—Bite Back Reaction (concentrate) Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. Success The creature is unaffected. Failure The creature takes 1d4 piercing damage. Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3490"},{"skill_mod":{},"summary":"By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can’t be flanked .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3491","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate)","actions_number":2,"id":"action-3491","text":" Activate—Looksee Single Action (concentrate) Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can’t be flanked.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3491"},{"skill_mod":{},"summary":"With a flick of your finger, you set the astrolabe’s rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3492","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(manipulate)","actions_number":4,"id":"action-3492","text":" Activate—Starfall Two Actions (manipulate) Frequency once per day; Effect With a flick of your finger, you set the astrolabe’s rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The astrolabe of falling stars calls down a brief rain of meteorites in a 10-foot burst centered on that point, dealing 1d8 bludgeoning and 1d8 fire damage to creatures in the area (DC 19 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3492"},{"skill_mod":{},"summary":"You set your eye upon a star and think of someone to cast guiding star .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3493","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate)","actions_number":2,"id":"action-3493","text":" Activate—Twinkle Single Action (concentrate) Effect You set your eye upon a star and think of someone to cast guiding star .","category":"action","actions":"Single Action","rarity":"common","slug":"action-3493"},{"skill_mod":{},"summary":"You cast caustic blast .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3494","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3494","text":" Activate Cast a Spell; Effect You cast caustic blast .","category":"action","rarity":"common","slug":"action-3494"},{"skill_mod":{},"summary":"You cast 3rd-rank acidic burst .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3495","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3495","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank acidic burst .","category":"action","rarity":"common","slug":"action-3495"},{"skill_mod":{},"summary":"You cast 4th-rank acid grip .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3496","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3496","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acid grip .","category":"action","rarity":"common","slug":"action-3496"},{"skill_mod":{},"summary":"You cast 4th-rank acidic burst .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3497","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3497","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-rank acidic burst .","category":"action","rarity":"common","slug":"action-3497"},{"skill_mod":{},"summary":"You cast daze .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3498","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3498","text":" Activate Cast a Spell; Effect You cast daze .","category":"action","rarity":"common","slug":"action-3498"},{"skill_mod":{},"summary":"You cast 3rd-rank fear .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3499","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3499","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-rank fear .","category":"action","rarity":"common","slug":"action-3499"},{"skill_mod":{},"summary":"You cast outcast’s curse .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3500","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3500","text":" Activate Cast a Spell; Frequency once per day; Effect You cast outcast’s curse .","category":"action","rarity":"common","slug":"action-3500"},{"skill_mod":{},"summary":"You cast vision of death .","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3501","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Cast a Spell","id":"action-3501","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vision of death .","category":"action","rarity":"common","slug":"action-3501"},{"skill_mod":{},"summary":"You cast telekinetic projectile as an occult cantrip , heightened to a spell rank equal to half your level rounded up.","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have a spellcasting class feature and you can cast cantrips","source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3502","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(manipulate)","actions_number":4,"id":"action-3502","text":" Activate—Mental Fling Two Actions (manipulate) Requirements You have a spellcasting class feature and you can cast cantrips; Effect You cast telekinetic projectile as an occult cantrip, heightened to a spell rank equal to half your level rounded up.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3502"},{"skill_mod":{},"summary":"You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-rank occult spell, consuming one of your unexpended spell slots of …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have a spellcasting class feature and have an unexpended spell slot of 5th rank or higher","source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3503","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(manipulate)","actions_number":4,"id":"action-3503","text":" Activate—Over Matter Two Actions (manipulate) Requirements You have a spellcasting class feature and have an unexpended spell slot of 5th rank or higher; Effect You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-rank occult spell, consuming one of your unexpended spell slots of the same rank as if you had used it to cast the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3503"},{"skill_mod":{},"summary":"The mindsponge casts modify memory , but only to erase a memory—a mindsponge can’t enhance memory clarity, alter memories, or add false …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3504","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3504","text":" Activate—Wipe Memories Two Actions (concentrate, manipulate) Effect The mindsponge casts modify memory , but only to erase a memory—a mindsponge can’t enhance memory clarity, alter memories, or add false memories.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3504"},{"skill_mod":{},"summary":"You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3505","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"1 minute (concentrate, manipulate)","id":"action-3505","text":" Activate—Absorb Memories 1 minute (concentrate, manipulate) Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target’s brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge . Memories and psychic energy absorbed aren’t taken from the target’s soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse —treat the saving throw result against that spell as one degree of success lower than the actual result. A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the concentrate trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.","category":"action","rarity":"common","slug":"action-3505"},{"skill_mod":{},"summary":"You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3508","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate, manipulate)","actions_number":6,"id":"action-3508","text":" Activate—Expand Forge Three Actions (concentrate, manipulate) Effect You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of solid ice. Expanded, the ice forge is 10 feet square and 10 feet high. While the forge itself is cold to the touch, it won’t melt in higher temperatures, nor will it cause harm to someone who remains in contact with the chill surface for an extended period of time. The forge can be used to work metal as a normal forge (although fuel must be provided)—the heat created by its use does no harm to the ice forge, nor does it transmit to the surface it sits upon, making an ice forge an ideal solution for those who seek to use forges in areas where open flames or smoke would be dangerous. You can return an ice forge to its handheld anvil form by spending a single action to issue a verbal command, which has the auditory trait. Doing so immediately snuffs out any fire within the forge and leaves behind unused material or ashes. Once deactivated, the forge can’t be activated again for 4 hours.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3508"},{"skill_mod":{},"summary":"The ice forge casts creation (heightened to 5th rank) to your specifications.","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The ice forge is in forge form","source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3509","frequency":"once per day","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"1 minute (concentrate, manipulate)","id":"action-3509","text":" Activate—Ice Sculpture 1 minute (concentrate, manipulate) Frequency once per day; Requirements The ice forge is in forge form; Effect The ice forge casts creation (heightened to 5th rank) to your specifications.","category":"action","rarity":"common","slug":"action-3509"},{"skill_mod":{},"summary":"The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold , it removes the …","primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Gatewalkers (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3510","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(manipulate)","actions_number":6,"id":"action-3510","text":" Activate—Siphon Chill Three Actions (manipulate) Effect The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3510"},{"skill_mod":{},"primary_source":"Gatewalkers (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have master proficiency in Will saves.","source":["Gatewalkers (Hardcover)"],"trigger":"You attempt a Will save against a mental spell, but you haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3511","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"(concentrate)","actions_number":0,"id":"action-3511","text":" Activate Free Action (concentrate) Trigger You attempt a Will save against a mental spell, but you haven’t rolled yet; Requirements You have master proficiency in Will saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3511"},{"skill_mod":{},"summary":"Select one of the six colors of the cube that hasn’t been activated today, then roll the cube on the ground at your feet and attempt a DC 11 flat …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3512","frequency":"six times per day (but only once per day per color)","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(manipulate)","actions_number":2,"id":"action-3512","text":" Activate—Change Paradgm Single Action (manipulate) Frequency six times per day (but only once per day per color); Effect Select one of the six colors of the cube that hasn’t been activated today, then roll the cube on the ground at your feet and attempt a DC 11 flat check. On a success, your chosen color activates as detailed below. On a failure, roll 1d6 to randomly determine which effect manifests; if the result of the roll is a color that’s already been activated today, no effect occurs. The paradigm cube then immediately returns to your hand. If you spend 1 Mythic Point as part of this activation, your chosen color automatically activates without requiring a flat check, and the chosen effect’s mythic enhancement unlocks. Once activated, the illusion created fills a 60-foot emanation from you and lasts for 1 minute. You can end the effect early by activating Change Paradigm again by tapping the currently active color. 1—Red (emotion, mental, visual) Red is the color of anger and impatience. A crimson haze covers the area, setting everyone within the area on edge. Allies in the area gain a +2 item bonus to Intimidation checks to Coerce. Mythic Enhancement: Allies’ saving throws against mental and incapacitation effects are attempted at mythic proficiency. 2—Orange (light, visual) Orange is the color of glory and opulence. The area becomes bedecked in elegant images, glamorous decor, and spectacular displays, and becomes brightly lit. Allies in the area gain a +2 item bonus to Performance checks, and allies who Rage in the area gain an additional 3 temporary Hit Points above what they would normally gain. Mythic Enhancement: Allies’ Perception checks and Diplomacy checks to Make an Impression or Request are attempted at mythic proficiency. 3—Yellow (emotion, fear, light, mental, visual) Yellow is the color of terror and discord. The area’s illumination, if any, takes on an unnerving, murky yellow tinge and becomes dim light. Allies in the area gain a +2 item bonus to Intimidation checks to Demoralize. Mythic Enhancement: Enemy creatures in the area who gain the frightened condition become slowed 1 as long as they remain frightened, as the yellow light seems to cling to them and slow their movements to a nightmarish crawl. 4—Green (revelation, visual) Green is the color of logic and clarity. Visible text in the area becomes softly illuminated when read. Allies in the area gain a +2 item bonus to Lore checks to Recall Knowledge. Mythic Enhancement: Attempts made by allies to counteract or disbelieve illusions or to save against confusion effects are attempted at mythic proficiency. 5—Blue (emotion, light, mental, visual) Blue is the color of debilitating sadness and fractures in one’s emotional facade. Somber light replaces the normal lighting, filling the area with dim illumination, and moods darken. Allies in the area gain a +2 item bonus to Perception checks to Sense Motive. Mythic Enhancement: An enemy in the area that fails an attack roll, saving throw, or skill check becomes stupefied 1 from sadness until the end of their next turn (stupefied 2 on a critical failure). 6—Indigo (darkness, shadow) Indigo is the color of ignorance and the unknown. The area becomes cloaked in darkness, as per the darkness spell heightened to 6th rank. Allies in the area gain a +2 item bonus to Stealth checks to Hide. Mythic Enhancement: Allies’ saving throws against fear, curse, or visual effects are attempted at mythic proficiency.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3512"},{"skill_mod":{},"summary":"For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3513","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(manipulate)","actions_number":2,"id":"action-3513","text":" Activate Single Action (manipulate) Effect For the listed duration, drinking this elixir while in mountainous terrain protects you from the effects of severe cold and grants you an item bonus to Athletics checks made to Climb, High Jump, or Long Jump, as well as to saving throws against the effects of high altitude.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3513"},{"skill_mod":{},"summary":"Your flesh is augmented with magical vitality. You gain 10 temporary Hit Points for 8 hours.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3514","frequency":"once per day","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3514","text":" Activate—Bolster Flesh Two Actions (concentrate, manipulate) Frequency once per day; Effect Your flesh is augmented with magical vitality. You gain 10 temporary Hit Points for 8 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3514"},{"skill_mod":{},"summary":"You change the shape and appearance of any armor or clothing you wear to appear as ordinary or fancy clothing or armor of your imagining. The actual …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3515","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(concentrate)","actions_number":2,"id":"action-3515","text":" Activate—Costume Change Single Action (concentrate) Effect You change the shape and appearance of any armor or clothing you wear to appear as ordinary or fancy clothing or armor of your imagining. The actual statistics for what you’re wearing doesn’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3515"},{"skill_mod":{},"summary":"You board a vehicle through an open top, a door, a portal, or a hatch; if you’re already on board, you can instead use this action to disembark into …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are adjacent to a point of entry on the vehicle you are attempting to board.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3516","weakness":{},"name":"Board","legacy_id":["action-482"],"trait":["Move"],"actions_number":2,"id":"action-3516","text":" Board Single Action Source GM Core pg. 212 Requirements You are adjacent to a point of entry on the vehicle you are attempting to board. --- You board a vehicle through an open top, a door, a portal, or a hatch; if you’re already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle’s point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful Acrobatics or Athletics check with a DC equal to the vehicle’s AC.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3516"},{"legacy_name":["Drive"],"skill_mod":{},"summary":"You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3517","weakness":{},"name":"Drive (Varies)","legacy_id":["action-483"],"trait":["Move"],"id":"action-3517","text":" Drive (Varies) Source GM Core pg. 212 Requirements You are piloting a vehicle. --- You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can’t Drive through spaces occupied by creatures, even if they are allies. Single Action Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. Two Actions(reckless) The vehicle moves up to twice its Speed in a straight line at the vehicle’s current heading. Three Actions (reckless) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle’s current heading.","category":"action","rarity":"common","slug":"action-3517"},{"skill_mod":{},"summary":"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 …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3518","weakness":{},"name":"Run Over","legacy_id":["action-484"],"trait":["Move","Reckless"],"actions_number":6,"id":"action-3518","text":" Run Over Three Actions Source GM Core pg. 212 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.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3518"},{"skill_mod":{},"summary":"You bring the vehicle to a stop.","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle in motion.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3519","weakness":{},"name":"Stop","legacy_id":["action-485"],"trait":["Manipulate"],"actions_number":2,"id":"action-3519","text":" Stop Single Action Source GM Core pg. 212 Requirements You are piloting a vehicle in motion. --- You bring the vehicle to a stop.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3519"},{"skill_mod":{},"summary":"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 …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are aboard the vehicle and adjacent to its controls.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3520","weakness":{},"name":"Take Control","legacy_id":["action-486"],"trait":["Manipulate"],"actions_number":2,"id":"action-3520","text":" Take Control Single Action Source GM Core pg. 212 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3520"},{"skill_mod":{},"summary":"You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3521","frequency":"once per day, plus overcharge","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Cast a Spell","id":"action-3521","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated rank. If you spend 1 Mythic Point as part of this activation, resolve the spell’s effects at mythic proficiency.","category":"action","rarity":"common","slug":"action-3521"},{"skill_mod":{},"summary":"You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"You fail the DC 10 flat check when you overcharge the wand","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3522","frequency":"once per day","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"","actions_number":1,"id":"action-3522","text":" Activate—Presume Success Reaction ; Frequency once per day; Trigger You fail the DC 10 flat check when you overcharge the wand; Effect You disbelieve your failure, willing the check to success. Spend 1 Mythic Point and reroll the flat check, then resolve the spell’s effects at mythic proficiency.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3522"},{"skill_mod":{},"summary":"The wearer becomes invisible inside the robes for one minute. Since the wearer’s gear (including the robes) remain visible, they don’t become …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3523","frequency":"once per hour","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(concentration)","actions_number":2,"id":"action-3523","text":" (concentration) Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Frequency once per hour --- The wearer becomes invisible inside the robes for one minute. Since the wearer’s gear (including the robes) remain visible, they don’t become concealed, but they can’t be visually identified unless the viewer can see invisible creatures. The unsettling nature of this effect grants the wearer a +2 item bonus to Intimidation checks made while the robes appear to be empty.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3523"},{"skill_mod":{},"summary":"Spend 1 Mythic Point. You momentarily transform yourself into an illusory duplicate, rendering yourself “hollow” to the triggering damage or Strike. …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Empty Robes is in effect","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"You take persistent damage or a critical hit from a Strike;","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3524","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(concentration)","actions_number":1,"id":"action-3524","text":" (concentration) Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Trigger You take persistent damage or a critical hit from a Strike; Requirements Empty Robes is in effect --- Spend 1 Mythic Point. You momentarily transform yourself into an illusory duplicate, rendering yourself “hollow” to the triggering damage or Strike. The damage from a critical hit Strike is reduced to 0. All persistent damage you’re currently taking ends.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3524"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell that doesn’t have the manipulate trait, that spell gains the subtle trait.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Empty Robes is in effect","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3525","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(spellshape)","actions_number":2,"id":"action-3525","text":" (spellshape) Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 70 Requirements Empty Robes is in effect --- If your next action is to Cast a Spell that doesn’t have the manipulate trait, that spell gains the subtle trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3525"},{"skill_mod":{},"summary":"You gain a measure of revenge immediately by twisting the magic used by the triggering creature. Spend a Mythic Point . The triggering creature …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"A creature deals damage to you with a spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3526","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Runelord's Response","actions_number":1,"id":"action-3526","text":" Runelord's Response Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 73 Trigger A creature deals damage to you with a spell --- You gain a measure of revenge immediately by twisting the magic used by the triggering creature. Spend a Mythic Point. The triggering creature takes 6d8 force damage, with a basic Will saving throw against either your class DC or spell DC using mythic proficiency, whichever is higher. At 14th level, and every 2 levels thereafter, this damage increases by 1d8.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3526"},{"skill_mod":{},"summary":"Spend a Mythic Point , and then Cast a Spell directly from your spellbook. The spell you cast must be one that takes one or two actions to cast, and …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you are holding your spellbook","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3527","frequency":"once per day","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Draw From the Pages","actions_number":6,"id":"action-3527","text":" Draw From the Pages Three Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 Frequency once per day Requirements you are holding your spellbook --- Spend a Mythic Point, and then Cast a Spell directly from your spellbook. The spell you cast must be one that takes one or two actions to cast, and it’s automatically heightened to a rank equal to half your level. Use mythic proficiency to determine any attack rolls or spell DCs.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3527"},{"skill_mod":{},"summary":"With a simple flourish of your hand, you cause your autonomous spear or polearm to teleport into your grip, provided you’re on the same plane as your …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3528","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Call to Hand","actions_number":2,"id":"action-3528","text":" Call to Hand Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 --- With a simple flourish of your hand, you cause your autonomous spear or polearm to teleport into your grip, provided you’re on the same plane as your weapon. If you’re level 20, you can call to hand your weapon regardless of where it’s located. If your weapon is wielded by a mythic creature that’s higher level than you, you must spend a Mythic Point to Call to Hand the weapon, otherwise this action fails—you know why it failed, but you don’t learn who has control of your weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3528"},{"skill_mod":{},"summary":"Spend a Mythic Point and attempt an Incarnation Lore check at mythic proficiency to Recall Knowledge in place of making any other Lore check …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3529","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Flash of Memory","actions_number":0,"id":"action-3529","text":" Flash of Memory Free Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 77 --- Spend a Mythic Point and attempt an Incarnation Lore check at mythic proficiency to Recall Knowledge in place of making any other Lore check (other than Incarnation Lore).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3529"},{"skill_mod":{},"summary":"Spend a Mythic Point . You gain a status bonus to damage equal to double the bonus you're receiving from Let Death Be My Weapon that lasts for 1 …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are gaining a bonus to damage from Let Death Be My Weapon;","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"Your turn begins;","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3530","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Share Death's Promises","actions_number":0,"id":"action-3530","text":" Share Death's Promises Free Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Trigger Your turn begins; Requirements You are gaining a bonus to damage from Let Death Be My Weapon; --- Spend a Mythic Point. You gain a status bonus to damage equal to double the bonus you're receiving from Let Death Be My Weapon that lasts for 1 minute. During this time, this status bonus doesn’t decrease or increase if the value of your doomed, dying, or wounded condition decreases or increases.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3530"},{"skill_mod":{},"summary":"You slip through time to avoid a dangerous outcome. Teleport up to 10 feet in any direction. If this would take you outside of the area’s effect, you …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"You are about to attempt a Reflex saving throw against an area effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3531","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Sidestep Through Time","actions_number":1,"id":"action-3531","text":" Sidestep Through Time Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81 Trigger You are about to attempt a Reflex saving throw against an area effect --- You slip through time to avoid a dangerous outcome. Teleport up to 10 feet in any direction. If this would take you outside of the area’s effect, you don’t need to attempt the Reflex save against it. You are then off-guard for 1 round.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3531"},{"skill_mod":{},"summary":"Spend a Mythic Point . You regain Hit Points equal to your Constitution modifier (minimum 1) × your level and remove the fatigued condition. If …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3532","frequency":"once per day;","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Instant Recovery","actions_number":2,"id":"action-3532","text":" Instant Recovery Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Frequency once per day; --- Spend a Mythic Point. You regain Hit Points equal to your Constitution modifier (minimum 1) × your level and remove the fatigued condition. If you’re suffering from any recurring affliction such as poison or disease, attempt a saving throw against the affliction at mythic proficiency to see if you reduce the affliction’s stage. This saving throw cannot increase your affliction’s stage, nor does it change the affliction’s maximum duration.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3532"},{"skill_mod":{},"summary":"Spend a Mythic Point . Take the same actions in the same order, using the same die roll results to resolve those actions, as you did in the …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"Your turn begins;","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3533","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Restore the Moment","actions_number":1,"id":"action-3533","text":" Restore the Moment Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83 Trigger Your turn begins; --- Spend a Mythic Point. Take the same actions in the same order, using the same die roll results to resolve those actions, as you did in the preserved moment, and apply modifiers to those rolls as they currently exist (not as they were when you recorded the loop) but at mythic proficiency. The exact details of how you accomplish your restored actions can change—you need not move in the exact same pattern or distance with a repeated Stride, for example, nor must you make a repeated Strike against the same foe you attacked in the first set of actions, but you do need to use the same type of movement when you Stride, and you do need to use the same type of weapon to Strike. If at any point during your turn you are unable to take the next action in the loop, your turn ends and you become stunned 1. For example, if you restored the above example against the firewyrm in a round where you were fighting an ogre and you weren’t able to attempt a Strike with a longsword against the ogre as your second action, you would become stunned 1. Likewise, if at the end of your turn there was nothing for you to try to Climb, you would become stunned 1. You can preserve and restore a Cast a Spell action, but if you don’t cast the same spell when you Restore the Moment, you become stunned 1 (you can Cast the Spell at a different rank, though).","category":"action","actions":"Reaction","rarity":"common","slug":"action-3533"},{"skill_mod":{},"summary":"Your warshard weapon teleports into your hand, as long as you and your warshard weapon are on the same planet. At 15th level, you need only be on the …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are not holding your warshard weapon, and you have a hand or hands free to be able to wield your warshard weapon;","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3534","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Call Warshard Weapon","actions_number":2,"id":"action-3534","text":" Call Warshard Weapon Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 Requirements You are not holding your warshard weapon, and you have a hand or hands free to be able to wield your warshard weapon; --- Your warshard weapon teleports into your hand, as long as you and your warshard weapon are on the same planet. At 15th level, you need only be on the same plane as your warshard weapon to call it, and at 18th level, you can call your warshard weapon across any distance. If your warshard weapon is in the possession of a mythic creature that’s higher level than you or placed in an area where teleportation magic doesn’t function, attempt a DC 16 flat check. On a success, your warshard weapon still teleports to your hand.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3534"},{"skill_mod":{},"summary":"Close your eyes and concentrate on your warshard weapon. You perceive the world as if you were observing it from your weapon rather than your own …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3535","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Weaponsight","actions_number":2,"id":"action-3535","text":" Weaponsight Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 --- Close your eyes and concentrate on your warshard weapon. You perceive the world as if you were observing it from your weapon rather than your own eyes. You can see in all directions simultaneously and therefore can’t be flanked. If you’re not holding your weapon, this ability fails if your warshard weapon is on a different plane than you. If you spend a Mythic Point as part of this action, you attempt saving throws against visual effects at mythic proficiency while observing through your warshard weapon. You can observe through your weapon for up to 1 minute or until you open your eyes as a free action, whichever comes first.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3535"},{"skill_mod":{},"summary":"You call upon your experience in battle to see how best to attack a foe and give that knowledge to your wielder. Your wielder makes a Strike against …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3536","frequency":"once per 10 minutes","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"(concentrate, mythic, prediction)","actions_number":4,"id":"action-3536","text":" Activate—Impart Martial Wisdom Two Actions (concentrate, mythic, prediction) Frequency once per 10 minutes; Effect You call upon your experience in battle to see how best to attack a foe and give that knowledge to your wielder. Your wielder makes a Strike against a creature within reach or within your first range increment at mythic proficiency. This Strike ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3536"},{"skill_mod":{},"summary":"The tennin uses the sash to Repair an item. This Repair activity loses the exploration trait.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3537","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"","actions_number":6,"id":"action-3537","text":" Activate—Reweave Three Actions ; Effect The tennin uses the sash to Repair an item. This Repair activity loses the exploration trait.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3537"},{"skill_mod":{},"summary":"You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious , …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied .","source":["Dark Archives (Remastered)"],"trigger":"Your turn begins.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3538","weakness":{},"name":"Unleash Psyche","legacy_id":["action-1222"],"trait":["Psychic"],"actions_number":0,"id":"action-3538","text":" Unleash Psyche Free Action Source Dark Archives (Remastered) pg. 12 Trigger Your turn begins. Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied. --- You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. You're constantly surrounded by the visual manifestation of your psychic magic. When you cast a damaging spell using your psychic spellcasting, you gain a status bonus to its damage equal to double the spell's rank. This applies only to the initial damage the spell deals when cast, and an individual creature takes this damage only once per spell, even if the spell would damage that creature multiple times. You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3538"},{"skill_mod":{},"summary":"Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3539","weakness":{},"name":"Restore the Mind","legacy_id":["action-1223"],"trait":["Emotion","Healing","Mental","Psyche","Psychic"],"actions_number":2,"id":"action-3539","text":" Restore the Mind Single Action Source Dark Archives (Remastered) pg. 15 --- 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. The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends. The ally regains Hit Points equal to 2 + double your level. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3539"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3540","weakness":{},"name":"Recall the Teachings","legacy_id":["action-1224"],"trait":["Occult","Psyche","Psychic"],"actions_number":2,"id":"action-3540","text":" Recall the Teachings Single Action Source Dark Archives (Remastered) pg. 15 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3540"},{"skill_mod":{},"summary":"Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3541","weakness":{},"name":"Calculate Threats","legacy_id":["action-1225"],"trait":["Mental","Psyche","Psychic"],"actions_number":2,"id":"action-3541","text":" Calculate Threats Single Action Source Dark Archives (Remastered) pg. 16 --- Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3541"},{"skill_mod":{},"summary":"Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until …","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3542","weakness":{},"school":"illusion","name":"Fade into Daydreams","legacy_id":["action-1226"],"trait":["Illusion","Psyche","Psychic"],"actions_number":2,"id":"action-3542","text":" Fade into Daydreams Single Action Source Dark Archives (Remastered) pg. 16 --- Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until the start of your next turn. This concealment can't be used to Hide, as normal for concealing effects that leave your location obvious.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3542"},{"skill_mod":{},"summary":"You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your implement .","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3545","frequency":"once per round","weakness":{},"name":"Exploit Vulnerability","legacy_id":["action-1227"],"trait":["Esoterica","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-3545","text":" Exploit Vulnerability Single Action Source Dark Archives (Remastered) pg. 32 Frequency once per round Requirements You are holding your implement. --- You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as an oni's bean panic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become off-guard until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3545"},{"skill_mod":{},"summary":"You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3547","frequency":"once per round","weakness":{},"name":"Intensify Vulnerability","legacy_id":["action-1228"],"trait":["Concentrate","Esoterica","Magical","Thaumaturge"],"actions_number":2,"id":"action-3547","text":" Intensify Vulnerability Single Action Source Dark Archives (Remastered) pg. 35 Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. --- You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3547"},{"skill_mod":{},"summary":"You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding your amulet implement and are benefiting from Exploit Vulnerability.","source":["Dark Archives (Remastered)"],"trigger":"The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3548","weakness":{},"name":"Amulet's Abeyance","legacy_id":["action-1229"],"trait":["Magical","Manipulate","Thaumaturge"],"actions_number":1,"id":"action-3548","text":" Amulet's Abeyance Reaction Source Dark Archives (Remastered) pg. 36 Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you. Requirements You’re holding your amulet implement and are benefiting from Exploit Vulnerability. --- You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3548"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["Sense","Mechanics","Energy","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your bell implement, and the triggering creature is within 30 feet of you.","source":["Dark Archives (Remastered)"],"trigger":"The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3549","weakness":{},"name":"Ring Bell","legacy_id":["action-1230"],"trait":["Auditory","Magical","Manipulate","Sonic","Thaumaturge"],"actions_number":1,"id":"action-3549","text":" Ring Bell Reaction Source Dark Archives (Remastered) pg. 37 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. 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 modifier or spell DC of the triggering spell from stupefied. Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's body 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). ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3549"},{"skill_mod":{},"summary":"You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your chalice implement.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3550","frequency":"once per round","weakness":{},"name":"Drink from the Chalice","legacy_id":["action-1231"],"trait":["Magical","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-3550","text":" Drink from the Chalice Single Action Source Dark Archives (Remastered) pg. 37 Frequency once per round Requirements You are holding your chalice implement. --- You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. Sip A sip grants the drinker an amount of temporary Hit Points equal to your level (minimum 3) that last until the end of your next turn. Drain (healing, vitality) Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has void healing, it can still heal in this way, and the effect has the void trait instead of healing and vitality. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3550"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding your mirror implement.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3553","weakness":{},"school":"illusion","name":"Mirror's Reflection","legacy_id":["action-1232"],"trait":["Illusion","Magical","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-3553","text":" Mirror's Reflection Single Action Source Dark Archives (Remastered) pg. 39 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3553"},{"skill_mod":{},"summary":"You fling magical energy at a target within 60 feet, dealing 3d4 damage, with a basic Reflex save against your class DC. The damage is of the type …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding your wand implement.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3554","weakness":{},"name":"Fling Magic","legacy_id":["action-1233"],"trait":["Concentrate","Magical","Manipulate","Thaumaturge"],"actions_number":4,"id":"action-3554","text":" Fling Magic Two Actions Source Dark Archives (Remastered) pg. 41 Requirements You’re holding your wand implement. --- You fling magical energy at a target within 60 feet, dealing 3d4 damage, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do, the wand's extra energy is discharged; you can't boost the wand's damage again, but can continue to Fling Magic normally. The extra energy recharges at the end of your next turn. --- Special This activity has the trait corresponding to the damage type you selected.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3554"},{"legacy_name":["Implement's Interruption"],"skill_mod":{},"summary":"Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":" You’re holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you’re wielding a melee weapon, or within 10 feet if you’re wielding a ranged weapon.","source":["Dark Archives (Remastered)"],"trigger":"The target of your Exploit Vulnerability uses a concentrate , manipulate , or move action, or leaves a square during a move action it's using.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3555","weakness":{},"name":"Implements Interruption","legacy_id":["action-1234"],"trait":["Magical","Thaumaturge"],"actions_number":1,"id":"action-3555","text":" Implements Interruption Reaction Source Dark Archives (Remastered) pg. 41 Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You’re holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you’re wielding a melee weapon, or within 10 feet if you’re wielding a ranged weapon. --- Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3555"},{"skill_mod":{},"summary":"You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Armor of Insight …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a psychic duel and are psychically centered.","source":["Dark Archives (Remastered)"],"trigger":"Your opponent uses a psychic manifestation against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3557","weakness":{},"name":"Psychic Defense","legacy_id":["action-1235"],"trait":["Concentrate","Magical"],"actions_number":1,"id":"action-3557","text":" Psychic Defense Reaction Source Dark Archives (Remastered) pg. 201 Trigger Your opponent uses a psychic manifestation against you. Requirements You’re in a psychic duel and are psychically centered. --- You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Armor of Insight (Perception) Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. Empathic Orbit (Diplomacy) Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Ire's Spear (Intimidation) Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract rank of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. Rational Labyrinth (Occultism) Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. Sensory Phantasm (Deception) Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3557"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a psychic duel and are trained in the statistic matching the psychic center you are changing to.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3558","weakness":{},"name":"Recenter","legacy_id":["action-1236"],"trait":["Concentrate"],"actions_number":2,"id":"action-3558","text":" Recenter Single Action Source Dark Archives (Remastered) pg. 201 Requirements You’re in a psychic duel and are trained in the statistic 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3558"},{"legacy_name":["Interact (polymorph, primal, transmutation)"],"skill_mod":{},"summary":"The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3559","frequency":"once per day","weakness":{},"name":"(manipulate, polymorph, primal)","legacy_id":["action-1237"],"actions_number":2,"id":"action-3559","text":" Activate—Cryptid Shape Single Action (manipulate, polymorph, primal) Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-rank humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-rank humanoid form spell that lasts for 10 minutes if Kit you turn into a Large cryptid. While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3559"},{"legacy_name":["Interact (divination, fortune, occult)"],"skill_mod":{},"summary":"You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3560","frequency":"once per month","weakness":{},"name":"(fortune, manipulate, occult)","legacy_id":["action-1238"],"actions_number":2,"id":"action-3560","text":" Activate—Luck of the Mascot Single Action (fortune, manipulate, occult) Frequency once per month; Effect You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3560"},{"legacy_name":["1 minute (Interact)"],"skill_mod":{},"summary":"You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3561","weakness":{},"name":"1 minute (manipulate)","legacy_id":["action-1239"],"id":"action-3561","text":" Activate—Hide Message (manipulate) Effect You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent.","category":"action","rarity":"common","slug":"action-3561"},{"legacy_name":["envision, Interact"],"skill_mod":{},"summary":"The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3562","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","legacy_id":["action-1240"],"actions_number":6,"id":"action-3562","text":" Activate—Ring in the Quiet Three Actions (concentrate, manipulate) Frequency once per day; Effect The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is invisible, creatures can still read lips and body language through the wall.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3562"},{"legacy_name":["Interact (auditory, emotion, enchantment, incapacitation, magical, mental)"],"skill_mod":{},"summary":"You blow the horn, creating a low growling sound. Creatures other than you in a 60-foot emanation must attempt a DC 30 Will save. Those who fail …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Performance","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3563","frequency":"once per hour","weakness":{},"name":"(auditory, emotion, incapacitation, magical, manipulate, mental)","legacy_id":["action-1241"],"actions_number":4,"id":"action-3563","text":" Activate—Cannibal Call Two Actions (auditory, emotion, incapacitation, magical, manipulate, mental) Frequency once per hour; Requirements You're trained in Performance; Effect You blow the horn, creating a low growling sound. Creatures other than you in a 60-foot emanation must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10-foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3563"},{"legacy_name":["concentrate, Interact"],"skill_mod":{},"summary":"You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3564","frequency":"once per minute","weakness":{},"name":"(concentrate, manipulate)","legacy_id":["action-1242"],"actions_number":2,"id":"action-3564","text":" Activate—Track Teleportation Single Action (concentrate, manipulate) Frequency once per minute; Effect You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation effect that existed within the last 1 minute (such as the space where a creature just cast translocate ). Attempt an Occultism check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the teleportation effect (for example “the Plane of Fire,” “north,” or “Avistan”). On a critical success, you ascertain the exact destination within mere feet for local effects (such as translocate) or within a few miles for long-range effects (such as teleport , interplanar teleport , or interdimensional portals).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3564"},{"legacy_name":[" "],"skill_mod":{},"summary":"You use the compass of transpositional awareness to triangulate your current coordinates and those of your intended destination using teleportation …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3565","frequency":"once per day","weakness":{},"name":"(concentrate, manipulate)","legacy_id":["action-1243"],"actions_number":2,"id":"action-3565","text":" Activate—Triangulate Single Action (concentrate, manipulate) Frequency once per day; Effect You use the compass of transpositional awareness to triangulate your current coordinates and those of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3565"},{"legacy_name":["1 hour (envision, Interact)"],"skill_mod":{},"summary":"You aren't drained ","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3566","weakness":{},"name":"1 hour (concentrate, manipulate)","legacy_id":["action-1245"],"id":"action-3566","text":" Activate—Study Memory 1 hour (concentrate, manipulate) Requirements You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.; Effect You aren't drained","category":"action","rarity":"common","slug":"action-3566"},{"legacy_name":["1 minute (envision, Interact)"],"skill_mod":{},"summary":"once per week","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3567","frequency":"You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related.
No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering.
For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create.","weakness":{},"name":"1 minute (concentrate, manipulate)","legacy_id":["action-1246"],"id":"action-3567","text":" Activate—Mirror, Mirror 1 minute (concentrate, manipulate) Frequency You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create.; Effect once per week","category":"action","rarity":"common","slug":"action-3567"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You feed the goose the warm, still-bloody heart of any sapient, non-unholy creature who died within the past hour. The golden goose's eyes flare red …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3568","frequency":"once per day","weakness":{},"name":"(manipulate)","legacy_id":["action-1247"],"id":"action-3568","text":" Activate—Golden Goose (manipulate) Frequency once per day; Effect You feed the goose the warm, still-bloody heart of any sapient, non-unholy creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as petrify , with a DC 30 Fortitude save to resist. If you become petrified, you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke.","category":"action","rarity":"common","slug":"action-3568"},{"legacy_name":["envision, Interact"],"skill_mod":{},"summary":"You present the tablet to a ghost or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the spirit's …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3569","weakness":{},"name":"(concentrate, manipulate)","legacy_id":["action-1248"],"actions_number":6,"id":"action-3569","text":" Activate—Spirit Carving Three Actions (concentrate,manipulate) Effect You present the tablet to a ghost or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the spirit's unfinished business. Upon reading the tablet's words, you're subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3569"},{"legacy_name":["envision, command"],"skill_mod":{},"summary":"You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3570","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1249"],"actions_number":4,"id":"action-3570","text":" Activate—Fair Trade Two Actions (concentrate) Frequency once per day; Effect You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you imagined comes tumbling out into your hand.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3570"},{"legacy_name":["command"],"skill_mod":{},"summary":"You look through the glass eye sealing your bargained contract . The contract casts see the unseen affecting you.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3571","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1250"],"actions_number":4,"id":"action-3571","text":" Activate—Look Beyond Two Actions (concentrate) Frequency once per day; Effect You look through the glass eye sealing your bargained contract . The contract casts see the unseen affecting you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3571"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You peel your current face from your skin, revealing the true generic appearance from your bargained contract . This allows you to duck out of sight …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have used Impersonate and molded your face into a different face.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3572","weakness":{},"name":"(manipulate)","legacy_id":["action-1251"],"actions_number":4,"id":"action-3572","text":" Activate—Fresh Face Two Actions (manipulate) Requirements You have used Impersonate and molded your face into a different face.; Effect You peel your current face from your skin, revealing the true generic appearance from your bargained contract . This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3572"},{"legacy_name":["command"],"skill_mod":{},"summary":"You absorb any poisons with the key sealing your bargained contract . You're affected by a 5th-rank cleanse affliction spell to remove a poison …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3573","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1252"],"actions_number":4,"id":"action-3573","text":" Activate—Iron Gut Two Actions (concentrate) Frequency once per day; Effect You absorb any poisons with the key sealing your bargained contract . You're affected by a 5th-rank cleanse affliction spell to remove a poison (counteract modifier +15).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3573"},{"legacy_name":["command"],"skill_mod":{},"summary":" A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"trigger":"You start your turn off-guard or confused ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3574","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1253"],"actions_number":0,"id":"action-3574","text":" Activate—Fix Focus Free Action (concentrate) Frequency once per day; Trigger You start your turn off-guard or confused; Effect A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the off-guard or confused condition until the start of your next turn. You can use this free action when you're confused, even though you normally can't take actions of your choice when confused.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3574"},{"legacy_name":["command"],"skill_mod":{},"summary":"You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3575","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1254"],"actions_number":4,"id":"action-3575","text":" Activate—Beguiling Presence Two Actions (concentrate) Frequency once per day; Effect You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single Performance check against the Perception DC of the creature. On a success, the creature is affected as though by a successful Deception check to Create a Diversion. The entity that holds your contract can influence this performance as well.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3575"},{"legacy_name":["command"],"skill_mod":{},"summary":"You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3576","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1255"],"actions_number":4,"id":"action-3576","text":" Activate—Taste Fluency Two Actions (concentrate) Frequency once per day; Effect You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3576"},{"legacy_name":["command, envision"],"skill_mod":{},"summary":"You drink from the vial of water that seals your bargained contract . You gain the effects of a 9th-rank, 2-action heal spell.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3577","frequency":"once per day","weakness":{},"name":"(concentrate)","legacy_id":["action-1256"],"actions_number":4,"id":"action-3577","text":" Activate—Spring of Life Two Actions (concentrate) Frequency once per day; Effect You drink from the vial of water that seals your bargained contract . You gain the effects of a 9th-rank, 2-action heal spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3577"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts fireball …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3583","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2695"],"actions_number":4,"id":"action-3583","text":" Activate—Dragon's Arrow Two Actions (concentrate, manipulate) Frequency once per day; Effect You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts fireball (heightened to 5th rank; DC 29 Reflex save), targeted at a point of your choosing within the spell’s range. You and your mount are immune to the effects of this fireball .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3583"},{"legacy_name":["command (fortune)"],"skill_mod":{},"summary":"Your saving throw result is considered one degree better than the actual result. If this effect turns a success into a critical success, you can …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You attempt a saving throw against an effect with the unholy or void traits","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3585","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, fortune)","legacy_id":["action-2694"],"actions_number":1,"id":"action-3585","text":" Activate—Reflect Evil Reaction (concentrate, fortune) Frequency once per day; Trigger You attempt a saving throw against an effect with the unholy or void traits; Effect Your saving throw result is considered one degree better than the actual result. If this effect turns a success into a critical success, you can reflect some of the effect’s power as a wave of magical backlash back to the source of the triggering effect, as long as the source is within 30 feet. When you do so, the target must succeed at a DC 28 Fortitude save or become stunned 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3585"},{"legacy_name":["command (divine, enchantment, mental)"],"skill_mod":{},"summary":"Vengeful echoes of sacrificed souls lance into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You score a critical hit against a fiend ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3586","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, divine, mental)","legacy_id":["action-2240"],"actions_number":0,"id":"action-3586","text":" Activate—Avenging Soul Free Action (concentrate, divine, mental) Frequency once per day; Trigger You score a critical hit against a fiend; Effect Vengeful echoes of sacrificed souls lance into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature becomes distracted by vengeful spirits and becomes off-guard until the start of your next turn. Failure As success, but the creature is also slowed 1 for 1 round. Critical Failure As failure, but the creature is slowed 1 for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3586"},{"legacy_name":["command"],"skill_mod":{},"summary":"Until the start of your next turn, you gain void resistance 10.","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You attempt a Strike with the four-tiger-blade ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3587","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2724"],"actions_number":1,"id":"action-3587","text":" Activate—Ghost Blocking Tiger Reaction (concentrate) Trigger You attempt a Strike with the four-tiger-blade ; Effect Until the start of your next turn, you gain void resistance 10.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3587"},{"legacy_name":["envision, Interact (abjuration, divine, incapacitation)"],"skill_mod":{},"summary":"Attempt a Strike against a creature you believe to be possessed. This attack deals no damage to the creature, but if the target is possessed, the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3588","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, divine, incapacitation, manipulate)","legacy_id":["action-2696"],"actions_number":4,"id":"action-3588","text":" Activate—Ghost Chasing Tiger Two Actions (concentrate, divine, incapacitation, manipulate) Frequency once per day; Effect Attempt a Strike against a creature you believe to be possessed. This attack deals no damage to the creature, but if the target is possessed, the possessing creature must attempt a DC 29 Will save. Critical Success The possessing creature is unaffected, and you remain unaware of if the target is actually possessed or not. Success The possessing creature is unaffected, but you sense that creature’s control over the target and confirm that the target is possessed. Failure You confirm that the target is possessed. The possessing creature can’t control the target for 1 minute. Critical Failure You confirm the target is possessed an instant before you automatically counteract the possession, causing the possessing creature to vacate the target’s body.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3588"},{"legacy_name":["1 minute (Interact)"],"skill_mod":{},"summary":"You polish and sharpen the axe, after which its scent grows even more powerful and the axe’s blade transforms into your choice of standard-grade …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3589","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"1 minute (manipulate)","legacy_id":["action-2697"],"id":"action-3589","text":" Activate—Transformative Polish 1 minute (manipulate) Frequency once per day; Effect You polish and sharpen the axe, after which its scent grows even more powerful and the axe’s blade transforms into your choice of standard-grade adamantine or standard-grade dawnsilver for 1 hour; then after this duration, the woodcutter’s axe reverts to cold iron.","category":"action","rarity":"common","slug":"action-3589"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You cause the metal slats of the parasol to open up, transforming it into a moderate sturdy shield (Hardness 13, HP 104 [BT 51]). You can sustain …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3590","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(manipulate)","legacy_id":["action-2698"],"actions_number":2,"id":"action-3590","text":" Activate—Your Attacks Are but Raindrops Single Action (manipulate) Frequency once per day; Effect You cause the metal slats of the parasol to open up, transforming it into a moderate sturdy shield (Hardness 13, HP 104 BT 51]). You can [sustain this activation for up to 10 minutes, after which the sensei’s parasol reverts back to bo staff form. If it’s broken as a shield, it reverts to its undamaged bo staff form. If it’s destroyed as a shield, it reverts to bo staff form and becomes broken.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3590"},{"legacy_name":["envision"],"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Action","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["action-2701"],"id":"action-3591","text":" Activate—Defensive Redirection Reaction (concentrate) Frequency once per day; Trigger A creature misses you with a melee Strike; Requirements The sensei’s parasol is in bo staff form and isn’t broken; Effect You redirect the missed Strike to target a creature or object within the triggering creature’s reach. The triggering creature rolls a new Strike against the new target to determine the results of the redirected attack.","skill_mod":{},"summary":"You redirect the missed Strike to target a creature or object within the triggering creature’s reach. The triggering creature rolls a new Strike …","primary_source":"Season of Ghosts (Hardcover)","source_category":["Adventure Paths"],"requirement":"The sensei’s parasol is in bo staff form and isn’t broken ","trigger":"A creature misses you with a melee Strike ","resistance":{},"url":"/Actions.aspx?ID=3591","source_group":["Season of Ghosts"],"name":"(concentrate)","actions_number":1,"category":"action","actions":"Reaction","rarity":"common","slug":"action-3591"},{"legacy_name":["envision"],"skill_mod":{},"summary":"You infuse the thundering fury dadao with the speed of lightning and the force of thunder. The weapon gains the agile and forceful traits for …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3592","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2702"],"actions_number":2,"id":"action-3592","text":" Activate—Thunder Dance Single Action (concentrate) Frequency once per day; Effect You infuse the thundering fury dadao with the speed of lightning and the force of thunder. The weapon gains the agile and forceful traits for one round. You can Sustain this activation for up to 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3592"},{"legacy_name":["command, Interact"],"skill_mod":{},"summary":"You draw upon Ugly Cute’s latent spiritual energy to infuse the gauntlet with forceful power. For 1 minute, Ugly Cute’s gift gains the advantages …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3593","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2246"],"actions_number":4,"id":"action-3593","text":" Activate—Ugly Cute's Favor Two Actions (concentrate, manipulate) Frequency once per day; Effect You draw upon Ugly Cute’s latent spiritual energy to infuse the gauntlet with forceful power. For 1 minute, Ugly Cute’s gift gains the advantages of a ghost touch property rune and deals an additional 2 spirit damage on a successful Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3593"},{"skill_mod":{},"summary":"You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round.","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3594","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, healing)","legacy_id":["action-2722"],"actions_number":2,"id":"action-3594","text":" Activate—Release the Demon Single Action (concentrate, healing) Effect You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3594"},{"legacy_name":["(envision)"],"skill_mod":{},"summary":"You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You roll a failure on a Reflex save","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3595","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, fortune)","legacy_id":["action-2687"],"actions_number":1,"id":"action-3595","text":" Activate—Evade Peril Reaction (concentrate, fortune) Requirements You roll a failure on a Reflex save; Effect You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the duration ends.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3595"},{"legacy_name":["command, Interact (force)"],"skill_mod":{},"summary":"By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shurikenshaped bolt of force to fire at a target …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3596","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(force, manipulate)","legacy_id":["action-2238"],"actions_number":2,"id":"action-3596","text":" Activate—Force Shuriken Single Action (force, manipulate) Frequency once per hour; Effect By using a free hand to grab the edge of your cape and give it a quick flourish, you cause a red, shurikenshaped bolt of force to fire at a target within 60 feet that you can see. The shuriken hits automatically and deals 1d4+1 force damage, or 2d4+2 force damage if the target is your designated offender. If the target is within 30 feet, you can attempt to Demoralize the target as a free action after the shuriken strikes them","category":"action","actions":"Single Action","rarity":"common","slug":"action-3596"},{"legacy_name":["command, Interact (incapacitation)"],"skill_mod":{},"summary":"You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3597","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, incapacitation, manipulate)","legacy_id":["action-2239"],"actions_number":4,"id":"action-3597","text":" Activate—Enact Justice Two Actions (concentrate, incapacitation, manipulate) Frequency once per day; Effect You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex save. Critical Success The target is unaffected, and the manacles vanish. Success The manacles strike the target’s legs but fail to latch properly. The target is off-guard until the start of your next turn, at which point the manacles vanish. Failure The manacles lock on the target’s legs. The target takes a –15-foot circumstance penalty to its Speeds for 1 minute, or until it Escapes or is freed by someone using Pick a Lock (DC 18), after which the manacles vanish. Critical Failure As failure, but the target is immobilized for as long as the manacles remain in place.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3597"},{"legacy_name":["command, Interact"],"skill_mod":{},"summary":"A 50-foot cone of surging water blasts from the mouth of the cannon, dealing 10d6 bludgeoning damage to creatures in its area of effect (DC 27 …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3598","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate, water)","legacy_id":["action-2704"],"actions_number":4,"id":"action-3598","text":" Activate—Turtle's Tsunami Two Actions (concentrate, manipulate, water) Frequency once per day; Effect A 50-foot cone of surging water blasts from the mouth of the cannon, dealing 10d6 bludgeoning damage to creatures in its area of effect (DC 27 basic Reflex save). A creature that fails its save is knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3598"},{"legacy_name":["command, Interact"],"skill_mod":{},"summary":"You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts illusory scene to your …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3599","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2705"],"actions_number":6,"id":"action-3599","text":" Activate—Whispered World Three Actions (concentrate, manipulate) Frequency once per day; Effect You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts illusory scene to your specifications (DC 27 Will save). While this only takes 3 actions to perform (as opposed to the spell’s normal 10 minutes of casting), the effect has no range, and the 50-foot burst it creates is centered on you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3599"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You transform the fortune cord into a +2 striking nunchaku for 1 minute. The type of coin loaded onto the cord determines the additional …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have at least 50 coins loaded onto the fortune cord ","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3602","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2709"],"actions_number":2,"id":"action-3602","text":" Activate—Merchant's Bludgeon Single Action (concentrate) Frequency once per day; Requirements You have at least 50 coins loaded onto the fortune cord ; Effect You transform the fortune cord into a +2 striking nunchaku for 1 minute. The type of coin loaded onto the cord determines the additional weapon property rune that manifests on this +2 striking nunchaku , as follows. Copper : corrosive Silver : shock Gold : flaming Platinum : frost ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3602"},{"legacy_name":["manipulate, Interact"],"skill_mod":{},"summary":"You whip the fortune cord , causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3603","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2711"],"actions_number":4,"id":"action-3603","text":" Activate—Fling Coins Two Actions (concentrate, manipulate) Effect You whip the fortune cord , causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes 4d6 damage (DC 28 basic Reflex save); the damage type depends on the type of coins you’ve loaded. Copper coins deal acid damage, silver coins deal electricity damage, gold coins deal fire damage, and platinum coins deal cold damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3603"},{"legacy_name":["command, envision, Interact (evocation, light)"],"skill_mod":{},"summary":"With a wave of the cloak to the left, you cause the image of the lantern-holding companion on the cloak to vanish. A floating red lantern appears at …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You don’t have the Release Umbrella activation of this cloak active","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3604","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, light, manipulate)","legacy_id":["action-2241"],"actions_number":6,"id":"action-3604","text":" Activate—Release Lantern Three Actions (concentrate, light, manipulate) Frequency once per day; Requirements You don’t have the Release Umbrella activation of this cloak active; Effect With a wave of the cloak to the left, you cause the image of the lantern-holding companion on the cloak to vanish. A floating red lantern appears at your side and follows you at an arm’s length while casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. For 1 hour, while the light from this lantern is active, you gain a +1 item bonus to Diplomacy checks. You can Release Lantern again to dismiss the effect.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3604"},{"legacy_name":["command, envision, Interact (abjuration)"],"skill_mod":{},"summary":"With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You don’t have the Release Lantern activation of this cloak active","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3605","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2242"],"actions_number":6,"id":"action-3605","text":" Activate—Release Umbrella Three Actions (concentrate, manipulate) Frequency once per day; Requirements You don’t have the Release Lantern activation of this cloak active; Effect With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper umbrella appears above you and follows you, shielding you from weather effects, such as rain or bright sunlight. For 1 hour, while this umbrella is active, you gain a +1 item bonus to Survival checks. You can Release Umbrella again to dismiss the effect.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3605"},{"legacy_name":["envsion, Interact (olfactory, visual)"],"skill_mod":{},"summary":"You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3606","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate, olfactory, visual)","legacy_id":["action-2713"],"actions_number":4,"id":"action-3606","text":" Activate—Phantom Banquet Two Actions (concentrate, manipulate, olfactory, visual) Frequency once per day; Effect You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 feet of you that you can see. Any creature that must eat food to survive that’s within 30 feet of the appearance of the illusory food must succeed at a DC 28 Will save or be so distracted by the food’s sight and smell that they become fascinated by it for 10 minutes. This food’s appearance can trigger any jiang-shi’s bitter epiphany weakness; if the food does so, the jiangshi takes a –2 item penalty to their Will save to resist the effects of this weakness.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3606"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You play both heads of the drums, generating a pulse of energy that targets one creature within 30 feet that has the undead trait. This deals 5d8 …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3607","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate, vitality)","legacy_id":["action-2714"],"actions_number":4,"id":"action-3607","text":" Activate—Memories of Life Two Actions (concentrate, manipulate, vitality) Frequency once per hour; Effect You play both heads of the drums, generating a pulse of energy that targets one creature within 30 feet that has the undead trait. This deals 5d8 vitality damage (DC 28 Fortitude save) to that creature; if the undead also has the ghost trait, the ghost becomes sickened 1 if it fails the save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3607"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of energy in a 30-foot emanation …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3608","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate, vitality)","legacy_id":["action-2715"],"actions_number":6,"id":"action-3608","text":" Activate—Memories of Joy Three Actions (concentrate, manipulate, vitality) Frequency once per hour; Effect You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of energy in a 30-foot emanation from you. All undead creatures within this area must attempt a DC 28 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 2d8 vitality damage. Failure The creature takes 5d8 vitality damage; if the creature has the ghost trait, it becomes stupefied 1 for 1 minute. Critical Failure The creature takes 10d8 vitality damage; if the creature has the ghost trait, it becomes stupefied 2 for 1 minute.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3608"},{"legacy_name":["envision (transmutation)"],"skill_mod":{},"summary":"You focus on the hood’s magic, and then gain the effects of a 1st-rank illusory disguise spell, though it’s a morph effect rather than an …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3609","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, morph)","legacy_id":["action-2243"],"actions_number":4,"id":"action-3609","text":" Activate—Another Face Two Actions (concentrate, morph) Frequency once per day; Effect You focus on the hood’s magic, and then gain the effects of a 1st-rank illusory disguise spell, though it’s a morph effect rather than an illusion effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3609"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You take the fulu from the phoenix fulu holder , and an instant later, a glowing image of the fulu you removed manifests in the frame. If the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"An 11th- or lower-level fulu is stored in the phoenix fulu holder ","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3610","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(manipulate)","legacy_id":["action-2717"],"actions_number":2,"id":"action-3610","text":" Activate—Duplicate Fulu Single Action (manipulate) Frequency once per day; Requirements An 11th- or lower-level fulu is stored in the phoenix fulu holder ; Effect You take the fulu from the phoenix fulu holder , and an instant later, a glowing image of the fulu you removed manifests in the frame. If the previously stored fulu is consumed within the next 24 hours, the flickering image within the phoenix fulu holder becomes a solid and fully functional duplicate of that fulu. This duplicated fulu functions identically to the original fulu, but if not affixed within 24 hours of its formation, it fades away and vanishes. A duplicated fulu can’t be placed in a phoenix fulu holder to be further duplicated.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3610"},{"legacy_name":["Cast a Spell"],"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. Cantrip vitality lash 1st command , sanctuary 2nd …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3611","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"","legacy_id":["action-2718"],"id":"action-3611","text":" Activate—Cast a Spell ; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip vitality lash 1st command , sanctuary 2nd clear mind , see the unseen 3rd holy light , ring of truth 4th dispel magic , t alking corpse 5th banishment , truespeech ","category":"action","rarity":"common","slug":"action-3611"},{"legacy_name":["command, Interact"],"skill_mod":{},"summary":"You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3612","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2719"],"actions_number":4,"id":"action-3612","text":" Activate—Seek the Unholy Two Actions (concentrate, manipulate) Frequency once per day; Effect You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as you, the skyfang crystal pulses stronger with light when you face in the approximate direction of the named creature, allowing you to Track that creature. The DC for this check is equal to the creature’s Will DC, and you can use Occultism, Religion, or Survival to attempt the check. As long as you’re tracking this fiend or spirit, you gain a +2 item bonus to saving throws against effects that creature generates. This effect persists until you activate the skyfang crystal again to track a different target.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3612"},{"legacy_name":["envision (transmutation)"],"skill_mod":{},"summary":"You make the tattoo visible. You can use this activation again to make the tattoo not visible, unless you have the doomed condition.","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your tattoo isn't currently visible","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3613","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2244"],"actions_number":2,"id":"action-3613","text":" Activate—Reveal Tattoo Single Action (concentrate) Requirements Your tattoo isn't currently visible; Effect You make the tattoo visible. You can use this activation again to make the tattoo not visible, unless you have the doomed condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3613"},{"legacy_name":["envision (transmutation)"],"skill_mod":{},"summary":"The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"An undead creature detects you for the first time, and you’re aware of the undead creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3614","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2245"],"actions_number":1,"id":"action-3614","text":" Activate—Dead Like You Reaction (concentrate) Frequency once per day; Trigger An undead creature detects you for the first time, and you’re aware of the undead creature; Effect The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the triggering undead creature’s Perception DC. On a success, the triggering undead believes you’re undead as well—a mindless undead is likely to ignore you, while a sapient undead might react with curiosity or confusion. You can continue attempting Deception checks each round as a single action to Sustain the effect for up to 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3614"},{"legacy_name":["envision, Interact"],"skill_mod":{},"summary":"You spin the net in the direction of an incorporeal creature within 30 feet that you can see. Lines of silken force whip out to lash around the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3615","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2688"],"actions_number":4,"id":"action-3615","text":" Activate—Ensnare Ghost Two Actions (concentrate, manipulate) Frequency once per day; Effect You spin the net in the direction of an incorporeal creature within 30 feet that you can see. Lines of silken force whip out to lash around the incorporeal creature, who must succeed at a DC 25 Reflex save or become immobilized until the end of your next turn. You can Sustain this activation for up to 1 minute, and the creature must succeed at a DC 25 check to Escape the net.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3615"},{"legacy_name":["10 minutes (envision, Interact)"],"skill_mod":{},"summary":"You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3616","frequency":"once per week","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"10 minutes (concentrate, manipulate)","legacy_id":["action-2689"],"id":"action-3616","text":" Activate—A Night of Melancholic Dreams 10 minutes (concentrate, manipulate) Frequency once per week; Effect You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love letters to someone you adore: this could be an actual paramour, someone you’re interested in, or someone unknown whose identity you don’t recall after waking. When you wake, you’re filled with a sense of melancholia about those unsent letters, but these feelings distract you from other, more unpleasant thoughts, granting you mental resistance 5 and a +1 item bonus to saving throws against mental effects for the next 8 hours.","category":"action","rarity":"common","slug":"action-3616"},{"legacy_name":["(command)"],"skill_mod":{},"summary":"You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps . You don’t need to Stride first, and …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3617","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2690"],"actions_number":4,"id":"action-3617","text":" Activate—Light-Footed Bound Two Actions (concentrate) Frequency once per hour; Effect You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps. You don’t need to Stride first, and between the two jumps, you need only to come into contact with a physical object before making the second jump; this object doesn’t need to be one that can bear your weight, or even be attached to the ground—you can jump off of a floating feather or a thin branch or even off a paper wall as needed. The sandals’ item bonus increases to +2 for these jumps.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3617"},{"legacy_name":["envision (<%TRAITS%590%%>emotion<%END>, <%TRAITS%647%%>mental<%END>, <%TRAITS%107%%>metamagic<%END>)"],"skill_mod":{},"summary":"If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you’re overtaken by Juubun’s spirit, and the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3618","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, emotion, mental, spellshape)","legacy_id":["action-2691"],"actions_number":2,"id":"action-3618","text":" Activate—Poetic Spellcasting Single Action (concentrate, emotion, mental, spellshape) Frequency once per day; Effect If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you’re overtaken by Juubun’s spirit, and the spoken elements of your spell become impressively poetic. If the target is an ally, your words inspire them and they gain 10 temporary Hit Points that last for 1 minute. If the targeted creature is an enemy and the spell requires a saving throw, and if the enemy fails its saving throw, they become sickened 1 as a result of despair and sadness.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3618"},{"legacy_name":["(concentrate, manipulate)"],"skill_mod":{},"summary":"You extend your senses through the blade, allowing you to react to nearby movement. Vashu’s Ninth Life gains the parry trait and raises itself into …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"Your turn ends","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3619","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2962"],"actions_number":0,"id":"action-3619","text":" Activate—Whisker's Sense Free Action (concentrate) Frequency once per hour; Trigger Your turn ends; Effect You extend your senses through the blade, allowing you to react to nearby movement. Vashu’s Ninth Life gains the parry trait and raises itself into parrying position, granting you a +1 circumstance bonus to AC until the start of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3619"},{"legacy_name":["1 minute (concentrate, manipulate)"],"skill_mod":{},"summary":"A portion of the slain creature’s life force travels through the blade and into your soul, bolstering your own life. You gain the benefits of the …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You slay a living creature with Vashu’s Ninth Life ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3620","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2963"],"actions_number":1,"id":"action-3620","text":" Activate—Full of Life Reaction (concentrate) Frequency once per day; Trigger You slay a living creature with Vashu’s Ninth Life ; Effect A portion of the slain creature’s life force travels through the blade and into your soul, bolstering your own life. You gain the benefits of the Diehard feat for 1 minute. This causes you to die from the dying condition at dying 5 rather than dying 4.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3620"},{"legacy_name":["envision, Interact"],"skill_mod":{},"summary":"You place the branch of the great sugi on the corpse of an unholy creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3621","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2666"],"actions_number":6,"id":"action-3621","text":" Activate—A Multitude of Branches Three Actions (concentrate, manipulate) Frequency once per day; Effect You place the branch of the great sugi on the corpse of an unholy creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring 3d8+8 Hit Points to all creatures in a 10-foot burst. A character can Climb the tree with a successful DC 10 Athletics check, and its branches effortlessly support the weight of any Medium or smaller creature. The sugi tree reverts to its whip form after 1 hour unless you transform it back before then.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3621"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You transform the branch of the great sugi from its tree form back into its whip form.","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3622","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(manipulate)","legacy_id":["action-2667"],"actions_number":2,"id":"action-3622","text":" Activate—A Single Branch Single Action (manipulate) Effect You transform the branch of the great sugi from its tree form back into its whip form.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3622"},{"legacy_name":["envision"],"skill_mod":{},"summary":"The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3623","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2668"],"actions_number":2,"id":"action-3623","text":" Activate—Ghost Slayer's Caress Single Action (concentrate) Frequency once per day; Effect The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 minutes. If the weapon already bears a ghost touch rune, you instead gain a +1 item bonus to Fortitude saves against effects from incorporeal undead for 5 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3623"},{"legacy_name":["envision, Interact"],"skill_mod":{},"summary":"You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3624","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate)","legacy_id":["action-2678"],"actions_number":4,"id":"action-3624","text":" Activate—Scatter Petals Two Actions (concentrate, manipulate) Frequency once per day; Effect You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed for 1 minute or until you move from your current location. Any creature within the 10-foot burst when you Activate the Item must succeed at a DC 23 Reflex save or become dazzled until the end of its next turn (or blinded until the end of its next turn on a critical failure). The flower blooms again the next day.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3624"},{"legacy_name":["envision"],"skill_mod":{},"summary":"The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You critically fail a save","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3626","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, fortune)","legacy_id":["action-2679"],"actions_number":1,"id":"action-3626","text":" Activate—Untie Fate Reaction (concentrate, fortune) Frequency once per day; Trigger You critically fail a save; Effect The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically failed the check. Once the sixth knot unties, it becomes a non-magical red thread.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3626"},{"legacy_name":["envision"],"skill_mod":{},"summary":"The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving throw, …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You attempt a Will saving throw against a mental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3627","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2680"],"actions_number":1,"id":"action-3627","text":" Activate—Shield Thoughts Reaction (concentrate) Frequency once per day; Trigger You attempt a Will saving throw against a mental effect; Effect The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving throw, the resistance to mental damage granted by the resolute mind wrap increases to 10 for 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3627"},{"legacy_name":["envision"],"skill_mod":{},"summary":"The small roots extending from the soles of these boots allow you to move freely and easily across wood. For 10 minutes, you gain a 20-foot climb …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3628","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2681"],"actions_number":2,"id":"action-3628","text":" Activate—Root Walk Single Action (concentrate) Frequency once per day; Effect The small roots extending from the soles of these boots allow you to move freely and easily across wood. For 10 minutes, you gain a 20-foot climb Speed on trees and other wooden surfaces, and you don't need to use your hands to climb.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3628"},{"legacy_name":["envision"],"skill_mod":{},"summary":"The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"trigger":"You’re standing on earth, and something attempts to move you against your will","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3629","frequency":"once per day","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate)","legacy_id":["action-2682"],"actions_number":1,"id":"action-3629","text":" Activate—Take Root Reaction (concentrate) Frequency once per day; Trigger You’re standing on earth, and something attempts to move you against your will; Effect The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such as Shove or Pull.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3629"},{"legacy_name":["envision"],"skill_mod":{},"summary":"You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of golden …","primary_source":"Season of Ghosts (Hardcover)","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The spirit fan’s leaves are illuminated","source":["Season of Ghosts (Hardcover)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3630","frequency":"once per hour","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"(concentrate, manipulate, vitality)","legacy_id":["action-2683"],"actions_number":4,"id":"action-3630","text":" Activate—Release Life Energy Two Actions (concentrate, manipulate, vitality) Frequency once per hour; Requirements The spirit fan’s leaves are illuminated; Effect You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of golden light. The spirit fan goes dark. If the target is a living creature, the energy restores 3d8+8 Hit Points. If the target is undead, it takes 2d8+8 vitality damage (DC 23 basic Fortitude save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3630"},{"skill_mod":{},"summary":" You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The …","primary_source":"Dark Archives (Remastered)","trait_group":["Affliction","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a curse maelstrom state","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3631","weakness":{},"name":"Expel Maelstrom","trait":["Curse","Occult"],"actions_number":2,"id":"action-3631","text":" Expel Maelstrom Single Action Source Dark Archives (Remastered) pg. 168 Requirements You’re in a curse maelstrom state --- You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature’s Will save. Critical Success The creature is unaffected, and the curse’s energy dissipates harmlessly. Success he creature comes to house the maelstrom’s wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. Failure The maelstrom strikes deep into the creature’s soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. Critical Failure The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a misfortune effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3631"},{"skill_mod":{},"summary":"( auditory , concentrate ) You instruct your construct companion to act as you instruct it, and according to its programming. Your construct …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3632","weakness":{},"name":"Command a Construct","actions_number":2,"id":"action-3632","text":" Command a Construct Single Action Source Guns & Gears (Remastered) pg. 32 --- (auditory, concentrate) You instruct your construct companion to act as you instruct it, and according to its programming. Your construct companion gains 2 actions during this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3632"},{"skill_mod":{},"summary":"The target becomes grabbed , as if the boarhound successfully Grappled the target.","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The boarhound’s last action was a successful jaws Strike.","source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3634","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"Lock Jaw","actions_number":2,"id":"action-3634","text":" Lock Jaw Single Action Source Pathfinder #222: Hellbreakers pg. 215 Requirements The boarhound’s last action was a successful jaws Strike. --- The target becomes grabbed, as if the boarhound successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3634"},{"skill_mod":{},"primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You're grabbed or restrained .","source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3635","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate)","actions_number":2,"id":"action-3635","text":" Activate Single Action (concentrate) Requirements You're grabbed or restrained.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3635"},{"skill_mod":{},"primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"trigger":"You successfully Strike a creature with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3636","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate)","actions_number":0,"id":"action-3636","text":" Activate Free Action (concentrate) Trigger You successfully Strike a creature with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3636"},{"skill_mod":{},"primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"trigger":"You Cast a Spell that restores Hit Points to another creature.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3637","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate)","actions_number":0,"id":"action-3637","text":" Activate Free Action (concentrate) Trigger You Cast a Spell that restores Hit Points to another creature.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3637"},{"skill_mod":{},"primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"trigger":"You hit a creature with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3638","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate)","actions_number":0,"id":"action-3638","text":" Activate Free Action (concentrate) Trigger You hit a creature with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3638"},{"skill_mod":{},"summary":"You cast phantasmal minion , summoning an ephemeral version of yourself. When you Activate the pendant and each time you Sustain the spell, your …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3639","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, manipulate, occult)","actions_number":6,"id":"action-3639","text":" Activate—Can't Somone Else Do it Three Actions (concentrate, manipulate, occult) Frequency once per day; Effect You cast phantasmal minion , summoning an ephemeral version of yourself. When you Activate the pendant and each time you Sustain the spell, your phantasmal minion gains a reaction that can be used only to Aid an ally. It uses your skills for any skill checks and can't Aid an attack.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3639"},{"skill_mod":{},"summary":"The Prophecies of Kalistrade reveal the secrets of wealth to you; this appears as a balance sheet of numbers only you can see. Choose an area of up …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3640","frequency":"once per hour","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, manipulate, mental)","actions_number":4,"id":"action-3640","text":" Activate—Fair Assessment Two Actions (concentrate, manipulate, mental) Frequency once per hour; Effect The Prophecies of Kalistrade reveal the secrets of wealth to you; this appears as a balance sheet of numbers only you can see. Choose an area of up to 1 cubic foot within 30 feet; you can estimate the value in gold pieces of any items within this area. If you attempt to estimate the value of items worn or held by a creature, you must succeed at a Society check to Decipher Writing against their Will DC.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3640"},{"skill_mod":{},"summary":"You remove the robe's belt and snap it at an enemy within your reach. As you do, it briefly animates to bite that foe, dealing 2d8 poison damage with …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3641","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, manipulate)","actions_number":4,"id":"action-3641","text":" Activate—Biting Belt Two Actions (concentrate, manipulate) Frequency once per day; Effect You remove the robe's belt and snap it at an enemy within your reach. As you do, it briefly animates to bite that foe, dealing 2d8 poison damage with a basic DC 18 Fortitude save. On a critical failure, the target is also sickened 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3641"},{"skill_mod":{},"summary":"The bracelet yanks your body in one direction, attempting to throw off your attacker's grip. You gain a +1 circumstance bonus to your Fortitude DC …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are aware of the creature and aren't off-guard ","source":["Pathfinder #222: Hellbreakers"],"trigger":"A creature attempts to Grapple you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3642","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(manipulate)","actions_number":1,"id":"action-3642","text":" Activate—No Chains Reaction (manipulate) Frequency once per day; Trigger A creature attempts to Grapple you; Requirements You are aware of the creature and aren't off-guard; Effect The bracelet yanks your body in one direction, attempting to throw off your attacker's grip. You gain a +1 circumstance bonus to your Fortitude DC against the triggering Grapple.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3642"},{"skill_mod":{},"summary":"By rotating the charm along one of its concentric rings, you become invisible to creatures with the fiend , fey , or undead trait (your choice) …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3643","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(illusion, manipulate, occult, subtle)","actions_number":4,"id":"action-3643","text":" Activate—Hide from the Hateful Two Actions (illusion, manipulate, occult, subtle) Frequency once per day; Effect By rotating the charm along one of its concentric rings, you become invisible to creatures with the fiend, fey, or undead trait (your choice) for 1 minute. If you use a hostile action, you're no longer invisible after the action is completed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3643"},{"skill_mod":{},"summary":"You quietly mouth words to the wire, which sends them to a target with the effects of the message cantrip.","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3644","frequency":"once per 10 minutes","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate)","actions_number":2,"id":"action-3644","text":" Activate—Words on the Wind Single Action (concentrate) Frequency once per 10 minutes; Effect You quietly mouth words to the wire, which sends them to a target with the effects of the message cantrip.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3644"},{"skill_mod":{},"summary":"You smash the sword down upon the ground with the anger of a conquered land and a subjugated people. Each creature in a 30-foot cone takes 4d12 …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3645","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(earth)","actions_number":4,"id":"action-3645","text":" Activate—Shatter Legions Two Actions (earth) Frequency once per day; Effect You smash the sword down upon the ground with the anger of a conquered land and a subjugated people. Each creature in a 30-foot cone takes 4d12 piercing damage with a DC 24 basic Reflex save as the earth shatters beneath their feet. Until the beginning of your next turn, you gain the benefits of standard cover from the broken soil around you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3645"},{"skill_mod":{},"summary":"Attempt an Intimidation check to Demoralize the creature you dealt damage to with a +2 item bonus to the roll. You don't take any penalties to this …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"trigger":"Your last action was a Strike with the crimson thorn that dealt damage to a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3646","frequency":"once per hour","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(manipulate, visual)","actions_number":0,"id":"action-3646","text":" Activate—Taste the Pain Free Action (manipulate, visual) Frequency once per hour; Trigger Your last action was a Strike with the crimson thorn that dealt damage to a creature; Effect Attempt an Intimidation check to Demoralize the creature you dealt damage to with a +2 item bonus to the roll. You don't take any penalties to this check for not sharing a language.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3646"},{"skill_mod":{},"summary":"The creature you critically hit must attempt a DC 19 Will save. On a failure, they take a –1 status penalty to attack rolls and skill checks for 1 …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Your last action was a Strike with the dreamcrusher that critically hit a creature","source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3647","frequency":"once per 10 minutes","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, mental)","actions_number":2,"id":"action-3647","text":" Activate—Doom the Rebel Single Action (concentrate, mental) Frequency once per 10 minutes; Requirements Your last action was a Strike with the dreamcrusher that critically hit a creature; Effect The creature you critically hit must attempt a DC 19 Will save. On a failure, they take a –1 status penalty to attack rolls and skill checks for 1 round (1 minute on a critical failure).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3647"},{"skill_mod":{},"summary":"The fiendsbane shield's Hardness increases to 10, and the symbol of the beheaded demon lashes out in silvery ribbons, dealing 3d6 slashing damage …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"trigger":"You Shield Block an attack from a creature with the unholy trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3648","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, holy)","actions_number":0,"id":"action-3648","text":" Activate—Silvery Backlash Free Action (concentrate, holy) Frequency once per day; Trigger You Shield Block an attack from a creature with the unholy trait; Effect The fiendsbane shield's Hardness increases to 10, and the symbol of the beheaded demon lashes out in silvery ribbons, dealing 3d6 slashing damage (DC 19 basic Reflex save) to the creature whose attack you blocked. This damage is treated as silver for the purposes of weaknesses, resistances, and the like.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3648"},{"skill_mod":{},"summary":"When a weapon strikes an imposing shield , the sigil glows with a chilling light. The creature that made the attack that triggered your Shield Block …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"trigger":"You Shield Block ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3649","frequency":"once per 10 minutes","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, emotion, fear, mental)","actions_number":0,"id":"action-3649","text":" Activate—Terrifying Block Free Action (concentrate, emotion, fear, mental) Frequency once per 10 minutes; Trigger You Shield Block; Effect When a weapon strikes an imposing shield , the sigil glows with a chilling light. The creature that made the attack that triggered your Shield Block becomes frightened 2. If the Shield Block reduced the incoming damage to 0, the creature instead becomes frightened 3.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3649"},{"skill_mod":{},"summary":"You overcharge the magnetic properties of the bola. You deal an extra 1d6 electricity damage with your next Strike with this weapon. On a hit, the …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3650","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(electricity, manipulate, metal)","actions_number":2,"id":"action-3650","text":" Activate—Overcharge Single Action (electricity, manipulate, metal) Frequency once per day; Effect You overcharge the magnetic properties of the bola. You deal an extra 1d6 electricity damage with your next Strike with this weapon. On a hit, the target must also succeed at a DC 18 Reflex save or become clumsy 1 round (or clumsy 2 on a critical failure), in addition to the normal effects. If the target is wearing metal armor, they take a –2 circumstance penalty to their save.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3650"},{"skill_mod":{},"summary":"When you activate this shield, it magically imposes itself in front of the triggering ally and takes the damage for them with the effects of Shield …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The martyr's shield is raised","source":["Pathfinder #222: Hellbreakers"],"trigger":"An ally within 20 feet of you would take physical damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3651","frequency":"once per minute","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(manipulate)","actions_number":1,"id":"action-3651","text":" Activate—Self Sacrifice Reaction (manipulate) Frequency once per minute; Trigger An ally within 20 feet of you would take physical damage; Requirements The martyr's shield is raised; Effect When you activate this shield, it magically imposes itself in front of the triggering ally and takes the damage for them with the effects of Shield Block. Any damage that isn't prevented by the shield is transferred onto you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3651"},{"skill_mod":{},"summary":"The cloak wraps around you, becoming a second skin that suffuses you with Hell's corrosive brimstone. Your appearance becomes that of a nondescript …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3652","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(illusion, manipulate, olfactory, visual)","actions_number":2,"id":"action-3652","text":" Activate—Horned Husk Single Action (illusion, manipulate, olfactory, visual) Frequency once per day; Effect The cloak wraps around you, becoming a second skin that suffuses you with Hell's corrosive brimstone. Your appearance becomes that of a nondescript low-level devil, and you gain a +1 status bonus to your Deception checks when you Lie to maintain your disguise. To creatures with scent, you also smell like a devil.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3652"},{"skill_mod":{},"summary":"You pull your hood up, allowing the remnants of fallen devils to nestle closely and whisper Hell's secrets. You gain fiendsense as an imprecise sense …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3653","frequency":"once per day","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"(concentrate, manipulate)","actions_number":2,"id":"action-3653","text":" Activate—Hellish Senses Single Action (concentrate, manipulate) Frequency once per day; Effect You pull your hood up, allowing the remnants of fallen devils to nestle closely and whisper Hell's secrets. You gain fiendsense as an imprecise sense within 60 feet, allowing you to sense creatures with the fiend trait as a vague sense. This effect lasts for 10 minutes or until you take this action again","category":"action","actions":"Single Action","rarity":"common","slug":"action-3653"},{"skill_mod":{},"summary":"Speaking “savor” as you lift the lid creates a dish you've never tasted before, whether it's the unique delicacy of a far-flung region or the …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3654","frequency":"once per week","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"10 minutes (concentrate, exploration, manipulate)","id":"action-3654","text":" Activate—Savory Feast 10 minutes (concentrate, exploration, manipulate) Frequency once per week; Effect Speaking “savor” as you lift the lid creates a dish you've never tasted before, whether it's the unique delicacy of a far-flung region or the forbidden flesh of a sapient creature. If you spend 10 minutes consuming the entire meal, you regain 2d6+8 Hit Points and gain a +2 status bonus to saving throws against being sickened for 24 hours, but if you attempt to ingest anything else in that time—including elixirs and potions—you must first succeed at a DC 5 flat check or the action is wasted.","category":"action","rarity":"common","slug":"action-3654"},{"skill_mod":{},"summary":"Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a …","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3655","frequency":"once per round","weakness":{},"name":"Overdrive","trait":["Inventor","Manipulate"],"actions_number":2,"id":"action-3655","text":" Overdrive Single Action Source Guns & Gears pg. 17 Frequency once per round --- Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can’t use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can’t use Overdrive again for 1 minute as your gizmos cool down and reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can’t extend your Overdrive’s duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3655"},{"skill_mod":{},"summary":"You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... …","primary_source":"Guns & Gears","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3656","weakness":{},"name":"Explode","trait":["Fire","Inventor","Manipulate","Unstable"],"actions_number":4,"id":"action-3656","text":" Explode Two Actions Source Guns & Gears pg. 20 --- You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you’re wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion’s damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.","category":"action","actions":"Two Actions","element":["Fire"],"rarity":"common","slug":"action-3656"},{"skill_mod":{},"summary":"You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3657","weakness":{},"name":"Automaton Aim","actions_number":2,"id":"action-3657","text":" Automaton Aim Single Action Source Guns & Gears pg. 40 --- You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon’s second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon’s third range increment from –4 to 0 for the next ranged attack you make this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3657"},{"skill_mod":{},"summary":"Attempt a DC 17 flat check . If you are successful, the attack becomes a normal hit.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"A critical hit deals physical damage to you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3658","weakness":{},"name":"Chassis Deflection","actions_number":1,"id":"action-3658","text":" Chassis Deflection Reaction Source Guns & Gears pg. 40 Trigger A critical hit deals physical damage to you. --- Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3658"},{"skill_mod":{},"summary":"Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane , …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You attempt a saving throw against a harmful magical effect but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3659","weakness":{},"name":"Resist Magic","actions_number":1,"id":"action-3659","text":" Resist Magic Reaction Source Guns & Gears pg. 40 Trigger You attempt a saving throw against a harmful magical effect but haven’t rolled yet. --- Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if you roll a success, you get a critical success instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3659"},{"skill_mod":{},"summary":"You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3660","frequency":"once per hour","weakness":{},"name":"Interact","id":"action-3660","text":" Activate Interact; Frequency once per hour; Effect You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27).","category":"action","rarity":"common","slug":"action-3660"},{"skill_mod":{},"summary":"You implant the coil into a corpse. The coil casts talking corpse on the body.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3661","frequency":"once per day","weakness":{},"name":"(10 minutes) Interact","id":"action-3661","text":" Activate (10 minutes) Interact; Frequency once per day; Effect You implant the coil into a corpse. The coil casts talking corpse on the body.","category":"action","rarity":"common","slug":"action-3661"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You Shield Block a foe’s melee unarmed attack or melee attack with the affixed shield.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3662","weakness":{},"name":"Interact","actions_number":0,"id":"action-3662","text":" Activate Free Action Interact; Trigger You Shield Block a foe’s melee unarmed attack or melee attack with the affixed shield.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3662"},{"skill_mod":{},"summary":"You apply the violet ray to an adjacent creature and attempt to counteract the blinded , clumsy , confused , deafened , drained , enfeebled , …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3663","frequency":"once per day","weakness":{},"name":"Interact","actions_number":6,"id":"action-3663","text":" Activate Three Actions Interact; Frequency once per day; Effect You apply the violet ray to an adjacent creature and attempt to counteract the blinded, clumsy, confused, deafened, drained, enfeebled, sickened, or stupefied condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition’s counteract level and DC. If the condition was caused by an ongoing effect and you don’t remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3663"},{"skill_mod":{},"summary":"Transform the clockwork disguise into any one current preset configuration of the user’s choice.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3664","weakness":{},"name":"Interact","actions_number":2,"id":"action-3664","text":" Activate Single Action Interact; Effect Transform the clockwork disguise into any one current preset configuration of the user’s choice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3664"},{"skill_mod":{},"summary":"The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line . The distance of this movement is unaffected by your …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3665","weakness":{},"name":"Interact","actions_number":4,"id":"action-3665","text":" Activate Two Actions Interact; Effect The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor’s Speed penalty. However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3665"},{"remaster_name":["Explode"],"skill_mod":{},"summary":"You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The holy steam ball is filled with evaporated holy water and incense smoke.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3666","weakness":{},"name":"Interact","actions_number":2,"id":"action-3666","text":" Activate Single Action Interact; Requirements The holy steam ball is filled with evaporated holy water and incense smoke.; Effect You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against possession effects from fiends and undead and effects from fiends and undead that cause the controlled condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3666"},{"skill_mod":{},"summary":"You turn the steamflight pack on or off.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3667","weakness":{},"name":"Interact","actions_number":4,"id":"action-3667","text":" Activate Two Actions Interact; Effect You turn the steamflight pack on or off.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3667"},{"skill_mod":{},"summary":"You activate the wheelchair’s springs to make hopping leaps. For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3668","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-3668","text":" Activate Single Action Interact; Frequency once per hour; Effect You activate the wheelchair’s springs to make hopping leaps. For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3668"},{"skill_mod":{},"summary":"You activate the wheelchair’s tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3669","weakness":{},"name":"Interact","actions_number":2,"id":"action-3669","text":" Activate Single Action Interact; Effect You activate the wheelchair’s tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring it to your empty hand. If you don’t have a hand to take the object, it falls in your space instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3669"},{"skill_mod":{},"summary":"The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3670","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":2,"id":"action-3670","text":" Activate Single Action Interact; Frequency once per minute; Effect The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3670"},{"skill_mod":{},"summary":"You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3671","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-3671","text":" Activate Two Actions Interact; Frequency once per hour; Effect You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3671"},{"skill_mod":{},"summary":"You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3672","frequency":"once per hour","weakness":{},"name":"Interact (electricity, evocation, magical)","actions_number":4,"id":"action-3672","text":" Activate Two Actions Interact (electricity, evocation, magical) Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3672"},{"skill_mod":{},"summary":"You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3673","frequency":"once per day","weakness":{},"name":"Interact (electricity, evocation, magical)","actions_number":4,"id":"action-3673","text":" Activate Two Actions Interact (electricity, evocation, magical) Frequency once per day; Effect You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3673"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3674","weakness":{},"name":"Reloading Strike","trait":["Gunslinger"],"actions_number":2,"id":"action-3674","text":" Reloading Strike Single Action Source Guns & Gears pg. 108 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3674"},{"skill_mod":{},"summary":"You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3675","weakness":{},"name":"Into the Fray","trait":["Gunslinger"],"actions_number":0,"id":"action-3675","text":" Into the Fray Free Action Source Guns & Gears pg. 108 Trigger You roll initiative. --- You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can’t perceive any enemies or can’t end your movement closer to one, you can’t use this Stride.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3675"},{"skill_mod":{},"summary":"Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"On your last action, you failed (but didn’t critically fail) a Strike with a firearm or crossbow you’re holding in one hand, and your other hand is either wielding a melee weapon or empty.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3676","weakness":{},"name":"Finish the Job","trait":["Gunslinger"],"actions_number":2,"id":"action-3676","text":" Finish the Job Single Action Source Guns & Gears pg. 108 Requirements On your last action, you failed (but didn’t critically fail) a Strike with a firearm or crossbow you’re holding in one hand, and your other hand is either wielding a melee weapon or empty. --- Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This Strike uses the same multiple attack penalty as the Strike that failed on the last action. Afterward, increase your multiple attack penalty normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3676"},{"skill_mod":{},"summary":"You drift across the battlefield, striking down foes as you go. You Stride , and you can Strike up to three times at any points during your …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3677","weakness":{},"name":"Drifter's Wake","trait":["Gunslinger"],"actions_number":6,"id":"action-3677","text":" Drifter's Wake Three Actions Source Guns & Gears pg. 109 --- You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn’t increase until you’ve made all your attacks. Your movement doesn’t trigger reactions.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3677"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3679","weakness":{},"name":"Raconteur's Reload","trait":["Gunslinger"],"actions_number":2,"id":"action-3679","text":" Raconteur's Reload Single Action Source Guns & Gears pg. 109 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3679"},{"skill_mod":{},"summary":"You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You roll initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3680","weakness":{},"name":"Ten Paces","trait":["Gunslinger"],"actions_number":0,"id":"action-3680","text":" Ten Paces Free Action Source Guns & Gears pg. 109 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3680"},{"remaster_name":["Pistoler's Retort"],"skill_mod":{},"summary":"You punish your foe’s failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one‑handed crossbow.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a one-handed firearm or one-handed crossbow.","source":["Guns & Gears"],"trigger":"A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3681","weakness":{},"name":"Pistolero's Retort","trait":["Gunslinger"],"actions_number":1,"id":"action-3681","text":" Pistolero's Retort Reaction Source Guns & Gears pg. 109 Trigger A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you. Requirements You’re wielding a one-handed firearm or one-handed crossbow. --- You punish your foe’s failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one‑handed crossbow.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3681"},{"skill_mod":{},"summary":"You attempt to clear the room by promising a grim fate to anyone who doesn’t do what you say, and quickly. Attempt a Deception or Intimidation …","primary_source":"Guns & Gears","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a one-handed firearm or one-handed crossbow.","source":["Guns & Gears"],"trigger":"A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3682","weakness":{},"name":"Grim Swagger","trait":["Auditory","Emotion","Fear","Gunslinger","Linguistic","Mental"],"actions_number":4,"id":"action-3682","text":" Grim Swagger Two Actions Source Guns & Gears pg. 109 Trigger A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you. Requirements You’re wielding a one-handed firearm or one-handed crossbow. --- You attempt to clear the room by promising a grim fate to anyone who doesn’t do what you say, and quickly. Attempt a Deception or Intimidation check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes. For example, if you attempt a Deception check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an Intimidation check, you promise everyone in the room that you’re going to be the last thing they see. Critical Success The creature becomes frightened 3. If it’s lower level than you, it’s also fleeing for 1 round. Success The creature becomes frightened 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3682"},{"skill_mod":{},"summary":"You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide , then …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3683","weakness":{},"name":"Covered Reload","trait":["Gunslinger"],"actions_number":2,"id":"action-3683","text":" Covered Reload Single Action Source Guns & Gears pg. 109 --- You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3683"},{"skill_mod":{},"summary":"Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You roll Stealth for initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3684","weakness":{},"name":"One Shot, One Kill","trait":["Gunslinger"],"actions_number":0,"id":"action-3684","text":" One Shot, One Kill Free Action Source Guns & Gears pg. 110 Trigger You roll Stealth for initiative. --- Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3684"},{"skill_mod":{},"summary":"Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged Strike. If the target is flat‑footed , the Strike …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3685","weakness":{},"name":"Vital Shot","trait":["Gunslinger"],"actions_number":4,"id":"action-3685","text":" Vital Shot Two Actions Source Guns & Gears pg. 110 --- Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged Strike. If the target is flat‑footed, the Strike deals an extra die of weapon damage, and the foe takes persistent bleed damage equal to the amount of precision damage from your One Shot, One Kill.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3685"},{"skill_mod":{},"summary":"Make a firearm or crossbow Strike. If you’re hidden from or undetected by the target, the Strike adds the additional precision damage from One …","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3686","weakness":{},"name":"Ghost Shot","trait":["Flourish","Gunslinger"],"actions_number":2,"id":"action-3686","text":" Ghost Shot Single Action Source Guns & Gears pg. 110 --- Make a firearm or crossbow Strike. If you’re hidden from or undetected by the target, the Strike adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the Strike, the effects aren’t cumulative. If you were undetected or unnoticed by any creatures, you’re now hidden from them instead, as the origin of the attack is clear.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3686"},{"skill_mod":{},"summary":"You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a two-handed firearm or two‑handed crossbow.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3687","weakness":{},"name":"Clear a Path","actions_number":2,"id":"action-3687","text":" Clear a Path Single Action Source Guns & Gears pg. 110 Requirements You’re wielding a two-handed firearm or two‑handed crossbow. --- You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don’t need a free hand, and you add the weapon’s item bonus on attack rolls (if any) to the Athletics check. If your last action was a ranged Strike with the weapon, use the same multiple attack penalty as that Strike for the Shove; the Shove still counts toward your multiple attack penalty on further attacks as normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3687"},{"skill_mod":{},"summary":"You can posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You roll initiative .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3688","weakness":{},"name":"Living Fortification","actions_number":0,"id":"action-3688","text":" Living Fortification Free Action Source Guns & Gears pg. 110 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3688"},{"skill_mod":{},"summary":"You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take 4d6 …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or loaded crossbow.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3689","weakness":{},"name":"Spinning Crush","actions_number":6,"id":"action-3689","text":" Spinning Crush Three Actions Source Guns & Gears pg. 110 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 4d6 bludgeoning damage plus your Strength modifier; this increases to 6d6 if your firearm has a striking rune, 8d6 if it has a greater striking rune, and 10d6 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 10 feet directly away from you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3689"},{"skill_mod":{},"summary":"With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. Leap or Stride , …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3690","weakness":{},"name":"Siegebreaker","actions_number":4,"id":"action-3690","text":" Siegebreaker Two Actions Source Guns & Gears pg. 110 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3690"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3691","weakness":{},"name":"Thoughtful Reload","trait":["Gunslinger"],"actions_number":2,"id":"action-3691","text":" Thoughtful Reload Single Action Source Guns & Gears pg. 140 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3691"},{"skill_mod":{},"summary":"You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3692","weakness":{},"school":"evocation","name":"Energy Shot","trait":["Evocation","Magical","Spellshot"],"actions_number":0,"id":"action-3692","text":" Energy Shot Free Action Source Guns & Gears pg. 140 Trigger You roll initiative. --- You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three Strikes of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage per weapon damage die. You choose which damage type to deal as part of making each Strike.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3692"},{"skill_mod":{},"summary":"You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You miss with a firearm or crossbow Strike while using an ordinary level-0 bolt or bullet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3694","weakness":{},"school":"conjuration","name":"Recall Ammunition","trait":["Conjuration","Magical","Spellshot","Teleportation"],"actions_number":1,"id":"action-3694","text":" Recall Ammunition Reaction Source Guns & Gears pg. 140 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3694"},{"skill_mod":{},"summary":"You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or …","primary_source":"Guns & Gears","trait_group":["School","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3695","weakness":{},"school":"abjuration","name":"Dispelling Bullet","trait":["Abjuration","Spellshot"],"actions_number":4,"id":"action-3695","text":" Dispelling Bullet Two Actions Source Guns & Gears pg. 140 --- You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow Strike against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don’t choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3695"},{"skill_mod":{},"summary":"You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3696","frequency":"once per minute","weakness":{},"name":"Interact (evocation, magical)","actions_number":4,"id":"action-3696","text":" Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You fire the breath blaster , dealing 4d6 damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3696"},{"skill_mod":{},"summary":"You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle . As long as the Strike isn’t a …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3697","frequency":"once per day","weakness":{},"name":"Interact (evocation, magical)","actions_number":6,"id":"action-3697","text":" Activate Three Actions Interact (evocation, magical) Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle . As long as the Strike isn’t a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1. Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds. Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it’s on the ground, it falls prone. Poison Noxious vapors fill the target’s lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3697"},{"skill_mod":{},"summary":"Make a ranged Strike . On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3699","frequency":"once per minute","weakness":{},"name":"Interact (magical, transmutation)","actions_number":4,"id":"action-3699","text":" Activate Two Actions Interact (magical, transmutation) Frequency once per minute; Effect Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes slowed 1 for 1 round, after which the growth withers and falls off.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3699"},{"skill_mod":{},"summary":"A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3700","frequency":"once per hour","weakness":{},"name":"Interact (magical, transmutation)","actions_number":4,"id":"action-3700","text":" Activate Two Actions Interact (magical, transmutation) Frequency once per hour; Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3700"},{"skill_mod":{},"summary":"The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3701","frequency":"once per hour","weakness":{},"name":"Interact (emotion, enchantment, fear, magical, mental)","actions_number":4,"id":"action-3701","text":" Activate Two Actions Interact (emotion, enchantment, fear, magical, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3701"},{"skill_mod":{},"summary":"You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3702","frequency":"once per round","weakness":{},"name":"Interact (conjuration, magical)","actions_number":2,"id":"action-3702","text":" Activate Single Action Interact (conjuration, magical) Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it’s immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3702"},{"skill_mod":{},"summary":"The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The spike launcher is loaded","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3703","frequency":"once per day","weakness":{},"name":"Interact (evocation, magical)","actions_number":6,"id":"action-3703","text":" Activate Three Actions Interact (evocation, magical) Frequency once per day; Requirements The spike launcher is loaded; Effect The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. Make a Strike with the spike launcher against each creature in the area. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. On a critical success, the creature becomes immobilized instead. In either case, the creature, or an adjacent creature, can use an Interact action to remove the spike and end the penalty or immobilized condition. The wielder's multiple attack penalty does not increase until they've completed all granted Strikes.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3703"},{"skill_mod":{},"summary":"You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3704","weakness":{},"name":"Interact (magical, transmutation)","actions_number":4,"id":"action-3704","text":" Activate Two Actions Interact (magical, transmutation) Effect You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it’s in a square adjacent to you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3704"},{"skill_mod":{},"summary":"You continue to keep the tentacle cannon’s hold on one creature it has grabbed . Attempt another check to Grapple the creature with a +13 bonus.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The tentacle cannon has a creature grabbed ","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3705","weakness":{},"name":"Interact","actions_number":2,"id":"action-3705","text":" Activate Single Action Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon’s hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +13 bonus.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3705"},{"skill_mod":{},"summary":"The cannon fires a spray of ink in a 15-foot cone . Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3706","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-3706","text":" Activate Two Actions Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3706"},{"skill_mod":{},"summary":"Make up to four Strikes with the liar’s gun . Each of the four Strikes must be against a different target within a 20-foot cone . You apply and …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3707","weakness":{},"name":"Interact","actions_number":4,"id":"action-3707","text":" Activate Two Actions Interact; Effect Make up to four Strikes with the liar’s gun . Each of the four Strikes must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four Strikes only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3707"},{"skill_mod":{},"summary":"The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3708","frequency":"once per day","weakness":{},"name":"command","actions_number":0,"id":"action-3708","text":" Activate Free Action command; Frequency once per day; Effect The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal’s revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they Escape (DC 20).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3708"},{"skill_mod":{},"summary":"You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3709","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3709","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon’s curse, for a total of weakness 8 to fire.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3709"},{"skill_mod":{},"summary":"You allow yourself to become partially possessed by the immolated spirit bound to the hand cannon. For 1 minute, you look like a flaming corpse. …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3710","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3710","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You allow yourself to become partially possessed by the immolated spirit bound to the hand cannon. For 1 minute, you look like a flaming corpse. During this time, you gain a +2 status bonus to Intimidation checks and the immolation clan pistol becomes a +2 striking flaming clan pistol .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3710"},{"skill_mod":{},"summary":"The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The animate dreamer has a stored spell. It can see a creature it hit and damaged within the last minute, and that creature’s within 120 feet of animate dreamer ","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3711","weakness":{},"name":"command","actions_number":4,"id":"action-3711","text":" Activate Two Actions command; Requirements The animate dreamer has a stored spell. It can see a creature it hit and damaged within the last minute, and that creature’s within 120 feet of animate dreamer ; Effect The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3711"},{"skill_mod":{},"summary":"The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3712","weakness":{},"name":"command","actions_number":6,"id":"action-3712","text":" Activate Three Actions command; Effect The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts mage hand as a 5th-level occult spell.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3712"},{"skill_mod":{},"summary":"The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3713","frequency":"once per day","weakness":{},"name":"command","actions_number":6,"id":"action-3713","text":" Activate Three Actions command; Frequency once per day; Effect The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer’s intellect returns to it.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3713"},{"skill_mod":{},"summary":"The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar’s borders. The …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3714","frequency":"once per round","weakness":{},"name":"command","actions_number":4,"id":"action-3714","text":" Activate Two Actions command; Frequency once per round; Effect The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar’s borders. The next time the duchy defender damages this target, it deals an additional 2d8 precision damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3714"},{"skill_mod":{},"summary":"The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3715","weakness":{},"name":"command (conjuration, magical, teleportation)","actions_number":6,"id":"action-3715","text":" Activate Three Actions command (conjuration, magical, teleportation) Effect The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner’s hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can’t transport itself anywhere for 1d4 days.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3715"},{"skill_mod":{},"summary":"The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3716","frequency":"once per minute","weakness":{},"name":"command","actions_number":2,"id":"action-3716","text":" Activate Single Action command; Frequency once per minute; Effect The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3716"},{"skill_mod":{},"summary":"The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3718","frequency":"once per day","weakness":{},"name":"command","actions_number":6,"id":"action-3718","text":" Activate Three Actions command; Frequency once per day; Effect The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun happy if you’re relying on its good graces to breathe!","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3718"},{"skill_mod":{},"summary":"You call upon Hyldarf’s power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly , freedom of movement …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3719","frequency":"once per day","weakness":{},"name":"command, evision","actions_number":6,"id":"action-3719","text":" Activate Three Actions command, evision; Frequency once per day; Effect You call upon Hyldarf’s power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly , freedom of movement , and true seeing as well as fire resistance 20.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3719"},{"skill_mod":{},"summary":"You soak your shot in the fluid of the fang, imbuing it with Hyldarf’s venom. The next Strike you make with Hydalf’s Fang before the end of your …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3720","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":2,"id":"action-3720","text":" Activate Single Action Interact; Frequency once per minute; Effect You soak your shot in the fluid of the fang, imbuing it with Hyldarf’s venom. The next Strike you make with Hydalf’s Fang before the end of your next turn delivers the venom to the target. Hyldarf’s Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 3d6 fire damage and sickened 1; Stage 2 6d6 fire damage and sickened 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3720"},{"skill_mod":{},"summary":"You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky . All …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3721","frequency":"once per minute","weakness":{},"name":"envision","actions_number":2,"id":"action-3721","text":" Activate Single Action envision; Frequency once per minute; Effect You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky . All damage from this Strike is fire damage and the target takes an additional 1d6 fire damage and 1d6 persistent fire damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3721"},{"skill_mod":{},"summary":"You make a wish into the iris of the sky , yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3722","frequency":"once per minute","weakness":{},"name":"command, envision (fortune)","actions_number":4,"id":"action-3722","text":" Activate Two Actions command, envision (fortune) Frequency once per minute; Effect You make a wish into the iris of the sky , yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 persistent fire damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3722"},{"skill_mod":{},"summary":"You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"the mountebank’s passage isn’t loaded","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3723","weakness":{},"name":"Interact","actions_number":2,"id":"action-3723","text":" Activate Single Action Interact; Requirements the mountebank’s passage isn’t loaded; Effect You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank’s passage’s black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don’t create a new portal; otherwise, the portal lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3723"},{"skill_mod":{},"summary":"You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"the mountebank’s passage isn’t loaded","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3724","weakness":{},"name":"Interact","actions_number":2,"id":"action-3724","text":" Activate Single Action Interact; Requirements the mountebank’s passage isn’t loaded; Effect You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the mountebank’s passage’s white portal, if one exists on the same plane. Using this activation causes any previous black portal to disappear; even if you don’t create a new portal; otherwise, the portal lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3724"},{"skill_mod":{},"summary":"You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack’s destructive power. Choose a soul …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"There’s at least one soul stored in the reaper’s grasp ","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3725","weakness":{},"name":"envision (evil)","actions_number":2,"id":"action-3725","text":" Activate Single Action envision (evil) Requirements There’s at least one soul stored in the reaper’s grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack’s destructive power. Choose a soul stored in the weapon. The next Strike you make with the reaper’s grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. Using this ability releases the chosen soul, and a skull on the mosaic fades away.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3725"},{"skill_mod":{},"summary":"You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"There’s at least one soul stored in the reaper’s grasp ","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3726","weakness":{},"name":"envision (evil)","actions_number":2,"id":"action-3726","text":" Activate Single Action envision (evil) Requirements There’s at least one soul stored in the reaper’s grasp ; Effect You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3726"},{"skill_mod":{},"summary":"You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3727","weakness":{},"name":"envision","actions_number":2,"id":"action-3727","text":" Activate Single Action envision; Effect You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle’s damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3727"},{"skill_mod":{},"summary":"The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3728","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3728","text":" Activate Two Actions command, Interact; Effect The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is immobilized. A creature who succeeds at a DC 35 Escape check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3728"},{"skill_mod":{},"summary":"You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3729","frequency":"once per 10 minutes","weakness":{},"name":"command, envision, Interact (1 minute)","id":"action-3729","text":" Activate command, envision, Interact (1 minute); Frequency once per 10 minutes; Effect You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough.","category":"action","rarity":"common","slug":"action-3729"},{"skill_mod":{},"summary":"You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3730","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-3730","text":" Activate Two Actions envision; Frequency once per day; Effect You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level phantasmal killer with a spell DC of 28. While phantasmal killer typically takes the shape of the target’s worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3730"},{"skill_mod":{},"summary":"Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol’s effect. If an entry lists a spell, the pistol …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3731","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3731","text":" Activate Two Actions command, Interact; Effect Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol’s effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell’s range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don’t get a saving throw or any other defense against it. Once activated, the pistol can’t be activated again for 1d4 hours. ## Pistol of Wonder d% Wondrous Effect 1–2 The pistol casts phantom steed (4th level) to produce a pale horse adjacent to you; only you can ride it. 3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month. 4–5 The pistol casts dimensional anchor. 6 <%SPELLS%1655%%> Modify memory (6th level) causes the target to forget you ever existed; you can’t Sustain the Spell. 7–13 A short rod protrudes from the pistol and unfurls a small flag that reads “Bang!”. The pistol can't be fired until the flag is removed, which requires a single Interact action. 14–16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage). 17–19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the other creature takes the same amount of falling damage). 20 You don't need to eat or drink for 1 week. 21–25 The pistol casts cloudkill . 26–30 The pistol casts heroism on you. 31 The pistol casts tree shape on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can’t Dismiss the spell for 1 round. 32 The pistol casts mask of terror , except the target appears as a more fearsome and violent version of itself to all observers. 33–35 The target knows you have a bullet with its name on it; the first time you Strike the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a fortune effect). 36–37 The pistol casts cloak of colors on you with a duration of 1d10 rounds. 38–47 The pistol casts hydraulic push (4th level) as water streams from the pistol. 48–50 The pistol casts dimension door on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn’t clear, you instead teleport to the nearest open space. 51 The pistol casts disintegrate . 52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel. 53–54 Shadows crowd around the target, making all creatures concealed to the target while not in bright light; this effect lasts for 1 hour. 55–57 Normal vegetation within 30 feet of the target immediately dies and turns to ash. 58 The pistol casts dinosaur form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form. 59 All non-artifact ammunition in your possession crumbles to dust. 60–69 You are quickened for 1 minute. You can use the extra action only to reload or fire the pistol. 70–71 The target is quickened for 1 minute. It can use the extra action only to Step or Stride. 72-79 The pistol casts phantasmal killer . 80–81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic. 82–85 The pistol casts outcast's curse . 86 The pistol vanishes, reappearing among your possessions once it can be activated again. 87–91 The pistol casts solid fog , but with swirling dust and sand instead of fog. 92–96 The pistol casts stoneskin on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target’s attacks don’t reduce the spell’s duration. 97–99 The pistol casts uncontrollable dance with a duration of 3 rounds, even on a failure or critical failure. 100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3731"},{"skill_mod":{},"summary":"You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner’s bandolier and removing the runes from any …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3732","weakness":{},"name":"envision","actions_number":2,"id":"action-3732","text":" Activate Single Action envision; Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner’s bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3732"},{"skill_mod":{},"summary":"All weapons that were attuned to the bandolier when you invested it, not including any weapons you’re currently wielding, return to the bandolier, …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3733","weakness":{},"name":"envision","actions_number":6,"id":"action-3733","text":" Activate Three Actions envision; Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you’re currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3733"},{"skill_mod":{},"summary":"Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3734","frequency":"once per day","weakness":{},"name":"envision","actions_number":6,"id":"action-3734","text":" Activate Three Actions envision; Frequency once per day; Effect Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can’t reload the cartridge of a repeating weapon.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3734"},{"skill_mod":{},"summary":"You draw a card from the bandolier and Interact to load the card into a gun or crossbow you’re wielding that requires 1 action to reload. The drawn …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3735","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3735","text":" Activate Single Action Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you’re wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card’s suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ## Lucky Draw Bandolier d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition 6 Charisma (Crown) Fairy bullet ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3735"},{"skill_mod":{},"summary":"You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3737","weakness":{},"name":"Interact","actions_number":2,"id":"action-3737","text":" Activate Single Action Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3737"},{"skill_mod":{},"summary":"The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3738","weakness":{},"name":"Interact","actions_number":2,"id":"action-3738","text":" Activate Single Action Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3738"},{"skill_mod":{},"summary":"While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3739","weakness":{},"name":"Interact","actions_number":2,"id":"action-3739","text":" Activate Single Action Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you’re no longer wielding the weapon, whichever comes first.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3739"},{"skill_mod":{},"summary":"If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3740","weakness":{},"name":"Interact (auditory, light, transmutation)","actions_number":2,"id":"action-3740","text":" Activate Single Action Interact (auditory, light, transmutation) Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can’t be concealed while they glow. If a creature is invisible, they’re concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3740"},{"skill_mod":{},"summary":"For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3741","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3741","text":" Activate Two Actions Interact; Frequency once per day; Effect For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature’s true form, but you don’t end the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3741"},{"skill_mod":{},"summary":"You deploy the tripod and press a button to lock it into place via the immovable rod , allowing you to deploy the tripod in midair, underwater, or …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3742","weakness":{},"name":"Interact","actions_number":2,"id":"action-3742","text":" Activate Single Action Interact; Effect You deploy the tripod and press a button to lock it into place via the immovable rod , allowing you to deploy the tripod in midair, underwater, or anywhere else where you don’t have a solid horizontal surface available. If you Activate the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3742"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding the affixed firearm.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3743","weakness":{},"name":"envision","actions_number":0,"id":"action-3743","text":" Activate Free Action envision; Requirements You're wielding the affixed firearm.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3743"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re trained in Intimidation .","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3744","weakness":{},"name":"envision","actions_number":2,"id":"action-3744","text":" Activate Single Action envision; Requirements You’re trained in Intimidation.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3744"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re trained in use of the affixed firearm or crossbow.","source":["Guns & Gears"],"trigger":"You attempt an attack roll with the affixed firearm or crossbow","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3745","weakness":{},"name":"envision","actions_number":0,"id":"action-3745","text":" Activate Free Action envision; Trigger You attempt an attack roll with the affixed firearm or crossbow; Requirements You’re trained in use of the affixed firearm or crossbow.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3745"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You attempt a ranged Strike with the affixed weapon while hidden or undetected .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3746","weakness":{},"name":"envision","actions_number":0,"id":"action-3746","text":" Activate Free Action envision; Trigger You attempt a ranged Strike with the affixed weapon while hidden or undetected.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3746"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re an expert with the affixed firearm or crossbow and an expert in Perception.","source":["Guns & Gears"],"trigger":"You attempt a Strike with the affixed firearm or crossbow against an enemy that’s concealed or hidden to you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3747","weakness":{},"name":"envision","actions_number":0,"id":"action-3747","text":" Activate Free Action envision; Trigger You attempt a Strike with the affixed firearm or crossbow against an enemy that’s concealed or hidden to you; Requirements You’re an expert with the affixed firearm or crossbow and an expert in Perception.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3747"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You’re critically hit by a firearm attack.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3748","weakness":{},"name":"envision","actions_number":0,"id":"action-3748","text":" Activate Free Action envision; Trigger You’re critically hit by a firearm attack.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3748"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was an Interact action to stow the affixed firearm or crossbow","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3749","weakness":{},"name":"envision, manipulate","actions_number":2,"id":"action-3749","text":" Activate Single Action envision, manipulate; Requirements Your last action was an Interact action to stow the affixed firearm or crossbow; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3749"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3750","weakness":{},"name":"envision","actions_number":0,"id":"action-3750","text":" Activate Free Action envision; Trigger You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3750"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re an expert in Intimidation and the affixed weapon is loaded.","source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3751","weakness":{},"name":"envision","actions_number":2,"id":"action-3751","text":" Activate Single Action envision; Requirements You’re an expert in Intimidation and the affixed weapon is loaded.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3751"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re a master with the affixed weapon.","source":["Guns & Gears"],"trigger":"You attempt a ranged Strike with the affixed weapon before rolling","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3752","weakness":{},"name":"envision","actions_number":0,"id":"action-3752","text":" Activate Free Action envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You’re a master with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3752"},{"skill_mod":{},"primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3753","weakness":{},"name":"envision","actions_number":2,"id":"action-3753","text":" Activate Single Action envision; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3753"},{"skill_mod":{},"summary":"You spend 10 minutes drawing, writing, or inscribing, covering the missive’s surface with text, images, or embossing.","primary_source":"Treasure Vault","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3754","weakness":{},"name":"Compose Missive","trait":["Exploration","Manipulate"],"id":"action-3754","text":" Compose Missive Source Treasure Vault pg. 84 --- You spend 10 minutes drawing, writing, or inscribing, covering the missive’s surface with text, images, or embossing.","category":"action","rarity":"common","slug":"action-3754"},{"skill_mod":{},"summary":"You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct …","primary_source":"Treasure Vault","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3755","weakness":{},"name":"Deconstruct","trait":["Downtime","Rare"],"id":"action-3755","text":" Deconstruct Source Treasure Vault pg. 162 --- You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct alchemical items and the Magical Crafting skill feat to deconstruct magic items. To Deconstruct an item, you must meet the following requirements. The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. The item has a listed Price. You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items. At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item. At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances. Critical Success If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. Success As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. Failure You fail to deconstruct the item, wasting your time. You can try again. Critical Failure You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item.","category":"action","rarity":"rare","slug":"action-3755"},{"skill_mod":{},"summary":"You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the …","primary_source":"Treasure Vault","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3756","weakness":{},"name":"Grow","trait":["Downtime","Manipulate","Rare"],"id":"action-3756","text":" Grow Source Treasure Vault pg. 165 --- You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the Magical Crafting skill feat to Grow a magic item, and the Snare Crafting feat to Grow a snare. To Grow an item, you must meet the following requirements. The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item; see Getting Formulas for more information. You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like Herbalism Lore, gaining an amount of value based on the rules for Earn Income. You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment. If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Core Rulebook Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional Crafting check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount. Critical Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over.","category":"action","rarity":"rare","slug":"action-3756"},{"skill_mod":{},"summary":"Attempt an Athletics check to Grapple the same enemy. The weapon that dealt the triggering damage gains the grapple trait for this check. On a …","primary_source":"Hellfire Dispatches","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"trigger":"Your last action was to deal piercing damage to an enemy within your reach","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3758","weakness":{},"name":"Puncture Flesh","actions_number":2,"id":"action-3758","text":" Puncture Flesh Single Action Source Hellfire Dispatches pg. 109 Trigger Your last action was to deal piercing damage to an enemy within your reach --- Attempt an Athletics check to Grapple the same enemy. The weapon that dealt the triggering damage gains the grapple trait for this check. On a success, the target also takes 1d8 persistent piercing damage (or 2d8 persistent piercing damage on a critical success). When the target is no longer grabbed or restrained by you, the persistent damage ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3758"},{"skill_mod":{},"summary":"Attempt to Escape , rolling the check twice and taking the better result.","primary_source":"Hellfire Dispatches","trait_group":["Tradition","Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're grabbed , immobilized , or restrained ","source":["Hellfire Dispatches"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3759","frequency":"once per day","weakness":{},"name":"Liberate Self","trait":["Divine","Fortune"],"actions_number":2,"id":"action-3759","text":" Liberate Self Single Action Source Hellfire Dispatches pg. 48 Frequency once per day Requirements You're grabbed, immobilized, or restrained --- Attempt to Escape, rolling the check twice and taking the better result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3759"},{"skill_mod":{},"summary":"Until the end of your turn, the maul deals 1d6 extra cold damage instead of just 1. After you activate the glacier hammer , you can't activate it …","primary_source":"Secrets of the Unlit Star Game Master's Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of the Unlit Star Game Master's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3760","weakness":{},"name":"Grow Icicles","trait":["Concentrate"],"actions_number":2,"id":"action-3760","text":" Activate Single Action (Concentrate)Grow Icicles; Effect Until the end of your turn, the maul deals 1d6 extra cold damage instead of just 1. After you activate the glacier hammer , you can't activate it again for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3760"},{"skill_mod":{},"summary":"Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3761","weakness":{},"name":"Extend Pseudopod","legacy_id":["action-1652"],"actions_number":2,"id":"action-3761","text":" Extend Pseudopod Single Action Source Treasure Vault pg. 107 --- Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3761"},{"skill_mod":{},"summary":"A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3762","weakness":{},"name":"Seedpod Spring","legacy_id":["action-1653"],"actions_number":4,"id":"action-3762","text":" Seedpod Spring Two Actions Source Treasure Vault pg. 107 --- A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or horizontally and drifts down, sinking 5 feet for every 5 feet traveled horizontally and causing you to take no falling damage. The cottony material disperses when you land.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3762"},{"skill_mod":{},"summary":"You Stride up to 15 feet. This movement doesn’t trigger reactions. You can Burrow , Climb , Fly , or Swim instead of Striding if you have the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action or activity reduced an enemy to 0 Hit Points","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3763","weakness":{},"name":"command","actions_number":0,"id":"action-3763","text":" Activate Free Action command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn’t trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3763"},{"skill_mod":{},"summary":"You gain resistance 5 to the triggering damage type. This doesn’t apply to the triggering damage. This resistance lasts until you Activate this …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You take acid , cold , electricity , or fire damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3764","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-3764","text":" Activate Reaction envision; Frequency once per hour; Trigger You take acid, cold, electricity, or fire damage; Effect You gain resistance 5 to the triggering damage type. This doesn’t apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3764"},{"skill_mod":{},"summary":"You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3765","weakness":{},"name":"command","actions_number":2,"id":"action-3765","text":" Activate Single Action command; Effect You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven’t yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3765"},{"skill_mod":{},"summary":"Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. While you’re immobilized in this …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3766","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3766","text":" Activate Single Action Interact; Frequency once per day; Effect Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. While you’re immobilized in this way, you can be moved only if a creature succeeds at a DC 40 Athletics check to Force Open your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3766"},{"skill_mod":{},"summary":"You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain . This doesn’t affect …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"A creature adjacent to you is made of metal or wearing metal armor","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3767","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-3767","text":" Activate Single Action command; Frequency once per hour; Requirements A creature adjacent to you is made of metal or wearing metal armor; Effect You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn’t affect movement that keeps you the same distance from one another, so you could still Step if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action. This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they’re made of.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3767"},{"skill_mod":{},"summary":"The armor casts mislead , affecting you. It lasts until the end of your next turn","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3768","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3768","text":" Activate Two Actions command, envision; Frequency once per day; Effect The armor casts mislead , affecting you. It lasts until the end of your next turn","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3768"},{"skill_mod":{},"summary":"You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3769","weakness":{},"name":"command, envision, interact","actions_number":6,"id":"action-3769","text":" Activate Three Actions command, envision, interact; Effect You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren’t wearing the armor while it’s in this form, but at the GM’s discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3769"},{"skill_mod":{},"summary":"Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You become grabbed , restrained , or otherwise held immobilized in a creature’s grasp, such as by being engulfed or swallowed ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3770","weakness":{},"name":"envision (attack)","actions_number":1,"id":"action-3770","text":" Activate Reaction envision (attack) Trigger You become grabbed, restrained, or otherwise held immobilized in a creature’s grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor’s item bonus to your AC and an item bonus to damage equal to double that amount.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3770"},{"skill_mod":{},"summary":"Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune’s other activation.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re being held immobilized as described in the rune’s other activation","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3771","weakness":{},"name":"envision (attack)","actions_number":2,"id":"action-3771","text":" Activate Single Action envision (attack) Requirements You’re being held immobilized as described in the rune’s other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune’s other activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3771"},{"skill_mod":{},"summary":"The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3772","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-3772","text":" Activate Single Action command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3772"},{"skill_mod":{},"summary":"You call forth a storm of leaves from autumn’s embrace . These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3773","frequency":"once per day","weakness":{},"name":"command, envision (aura)","actions_number":4,"id":"action-3773","text":" Activate Two Actions command, envision (aura) Frequency once per day; Effect You call forth a storm of leaves from autumn’s embrace . These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are concealed, and creatures outside the area are concealed to creatures within the leaves. However, you can see through this concealment. You can Dismiss the activation.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3773"},{"skill_mod":{},"summary":"The armor’s cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor’s deflect melee trait without needing to …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3774","weakness":{},"name":"command","actions_number":2,"id":"action-3774","text":" Activate Single Action command; Effect The armor’s cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor’s deflect melee trait without needing to spend an additional action to activate it during each turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3774"},{"skill_mod":{},"summary":"The triggering Strike targets you instead of its intended target.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn’t yet rolled its attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3775","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":1,"id":"action-3775","text":" Activate Reaction Interact; Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn’t yet rolled its attack; Effect The triggering Strike targets you instead of its intended target.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3775"},{"skill_mod":{},"summary":"All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The black hole armor has absorbed six or more projectiles","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3776","weakness":{},"name":"Interact","actions_number":2,"id":"action-3776","text":" Activate Single Action Interact; Requirements The black hole armor has absorbed six or more projectiles; Effect All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes 10d8 piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor’s joints stop glowing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3776"},{"skill_mod":{},"summary":"You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3777","weakness":{},"name":"Interact","actions_number":2,"id":"action-3777","text":" Activate Single Action Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger . The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don’t make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3777"},{"skill_mod":{},"summary":"You offer a prayer to Asmodeus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You critically fail an attack roll, check, or saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3778","frequency":"once per day","weakness":{},"name":"envision (fortune)","actions_number":1,"id":"action-3778","text":" Activate Reaction envision (fortune) Frequency once per day; Trigger You critically fail an attack roll, check, or saving throw; Effect You offer a prayer to Asmodeus, who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. If this reroll improves your degree of success, the GM can later reroll one Strike against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a fortune effect if used on a Strike or save against you, or a misfortune effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3778"},{"skill_mod":{},"summary":"You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature adjacent to you targets you with a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3779","weakness":{},"name":"Interact","actions_number":1,"id":"action-3779","text":" Activate Reaction Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3779"},{"skill_mod":{},"summary":"You release the lattice’s energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn’t …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The energizing lattice is glowing because it negated an enemy’s critical hit","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3780","weakness":{},"name":"envision (force)","actions_number":4,"id":"action-3780","text":" Activate Two Actions envision (force) Requirements The energizing lattice is glowing because it negated an enemy’s critical hit; Effect You release the lattice’s energy and make a weapon or unarmed attack Strike that deals 6d6 additional force damage. If your Strike fails, but doesn’t critically fail, the target still takes half the force damage. The latticework ceases glowing after the Strike.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3780"},{"skill_mod":{},"summary":"You drop to 1 Hit Point instead of being reduced to 0 HP or dying, and you gain 100 temporary Hit Points that last until the start of your next turn.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You are reduced to 0 Hit Points or would die from a death effect ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3781","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3781","text":" Activate Reaction envision; Frequency once per day; Trigger You are reduced to 0 Hit Points or would die from a death effect; Effect You drop to 1 Hit Point instead of being reduced to 0 HP or dying, and you gain 100 temporary Hit Points that last until the start of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3781"},{"skill_mod":{},"summary":"You avoid gaining or increasing the condition. If the triggering effect imposes both doomed and wounded, choose only one to prevent. This doesn’t …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You would gain or increase the doomed or wounded condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3782","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3782","text":" Activate Reaction envision; Frequency once per day; Trigger You would gain or increase the doomed or wounded condition; Effect You avoid gaining or increasing the condition. If the triggering effect imposes both doomed and wounded, choose only one to prevent. This doesn’t remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3782"},{"skill_mod":{},"summary":"You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3783","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-3783","text":" Activate Two Actions Interact; Frequency once per hour; Effect You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing 5d6 electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3783"},{"skill_mod":{},"summary":"The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature adjacent to you targets you with a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3784","weakness":{},"name":"Interact","actions_number":1,"id":"action-3784","text":" Activate Reaction Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3784"},{"skill_mod":{},"summary":"You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 for 1 minute; fire damage …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3785","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-3785","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you’re in your normal form, you collapse into a Large swarm of Tiny snakes. This is a polymorph effect that changes you into a battle form. When you’re a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor’s check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals 4d4 piercing damage plus 2d6 poison damage to creatures in your space with a DC 41 basic Reflex save. If you’re in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3785"},{"skill_mod":{},"summary":"Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A foe within 15 feet hits you with a Strike that deals slashing or piercing damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3786","frequency":"once per minute","weakness":{},"name":"envision","actions_number":1,"id":"action-3786","text":" Activate Reaction envision; Frequency once per minute; Trigger A foe within 15 feet hits you with a Strike that deals slashing or piercing damage; Effect Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3786"},{"skill_mod":{},"summary":"You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3787","frequency":"once per day","weakness":{},"name":"command, envision, Interact","actions_number":6,"id":"action-3787","text":" Activate Three Actions command, envision, Interact; Frequency once per day; Effect You cast coral eruption . If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3787"},{"skill_mod":{},"summary":"The armor is sheathed in a fire shield .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3788","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3788","text":" Activate Two Actions command, envision; Frequency once per day; Effect The armor is sheathed in a fire shield .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3788"},{"skill_mod":{},"summary":"The fire shield activation recharges.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’ve used the fire shield activation already today","source":["Treasure Vault"],"trigger":"You’re dealt 30 or more fire damage, before any reduction from your fire resistance","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3789","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3789","text":" Activate Reaction envision; Frequency once per day; Trigger You’re dealt 30 or more fire damage, before any reduction from your fire resistance; Requirements You’ve used the fire shield activation already today; Effect The fire shield activation recharges.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3789"},{"skill_mod":{},"summary":".Feathery antennae extend from between the segments of the rusting carapace and brush against a nearby metal creature, non-magical metal hazard, or …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3790","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3790","text":" Activate Two Actions Interact; Frequency once per day; Effect .Feathery antennae extend from between the segments of the rusting carapace and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp . The DC is 24.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3790"},{"skill_mod":{},"summary":"Your body knits itself back together, healing you for 3d8 Hit Points.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3791","weakness":{},"name":"Interact","actions_number":1,"id":"action-3791","text":" Activate Reaction Interact; Trigger You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points; Effect Your body knits itself back together, healing you for 3d8 Hit Points.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3791"},{"skill_mod":{},"summary":"You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"An enemy within 30 feet Strikes you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3792","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3792","text":" Activate Reaction envision; Frequency once per day; Trigger An enemy within 30 feet Strikes you with an attack; Effect You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy’s space and swarms about them, dealing 1d8 persistent poison damage. If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the manipulate trait, to shoo the swarm away. This ends the persistent damage on that enemy automatically, but the swarm instead moves to affect the enemy’s ally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3792"},{"skill_mod":{},"summary":"You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3793","frequency":"once per day","weakness":{},"name":"Interact (cold)","actions_number":4,"id":"action-3793","text":" Activate Two Actions Interact (cold) Frequency once per day; Effect You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3793"},{"skill_mod":{},"summary":"You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3794","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-3794","text":" Activate Single Action Interact; Frequency once per hour; Effect You gain a jaws unarmed attack that you make using your hands. This attack deals 1d8 piercing damage plus 1 cold damage, is in the brawling group, and has the trip and unarmed traits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3794"},{"skill_mod":{},"summary":"The shield’s gears begin to spin, subtly adjusting the shield’s position as you fight. You gain an extra reaction this turn and at the start of each …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3795","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3795","text":" Activate Single Action Interact; Frequency once per day; Effect The shield’s gears begin to spin, subtly adjusting the shield’s position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3795"},{"skill_mod":{},"summary":"For 10 minutes, you don’t sink if you haven’t succeeded at a Swim action on a turn, and if you’re submerged, you automatically ascend 10 feet at …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a body of water","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3796","frequency":"once per day","weakness":{},"name":"command","actions_number":4,"id":"action-3796","text":" Activate Two Actions command; Frequency once per day; Requirements You’re in a body of water; Effect For 10 minutes, you don’t sink if you haven’t succeeded at a Swim action on a turn, and if you’re submerged, you automatically ascend 10 feet at the end of your turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3796"},{"skill_mod":{},"summary":"The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You or a creature within 5 feet of you suffers bleed damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3797","frequency":"once per round","weakness":{},"name":"envision","actions_number":0,"id":"action-3797","text":" Activate Free Action envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3797"},{"skill_mod":{},"summary":"The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield , gaining the corresponding AC bonus, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3798","weakness":{},"name":"envision","actions_number":2,"id":"action-3798","text":" Activate Single Action envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3798"},{"skill_mod":{},"summary":"You Stride up to three times. This movement doesn’t trigger reactions and ignores difficult terrain . At the end of your movement, you deal 6d10 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3799","frequency":"once per day","weakness":{},"name":"Interact","actions_number":6,"id":"action-3799","text":" Activate Three Actions Interact; Frequency once per day; Effect You Stride up to three times. This movement doesn’t trigger reactions and ignores difficult terrain. At the end of your movement, you deal 6d10 bludgeoning damage in a 10-foot emanation and 14d6 fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3799"},{"skill_mod":{},"summary":"The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the turnabout shield raised","source":["Treasure Vault"],"trigger":"A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3800","frequency":"once per 10 minutes","weakness":{},"name":"command","actions_number":1,"id":"action-3800","text":" Activate Reaction command; Frequency once per 10 minutes; Trigger A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you; Requirements You have the turnabout shield raised; Effect The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition with an attack modifier of +19, targeting a creature within 60 feet.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3800"},{"skill_mod":{},"summary":"The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3801","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3801","text":" Activate Two Actions Interact; Frequency once per day; Effect The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and Broken Threshold as the shield, with Athletics and Thievery DCs of 25 to open. The door remains in place for 1 hour, until it’s opened or broken, or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3801"},{"skill_mod":{},"summary":"The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3802","frequency":"once per day","weakness":{},"name":"1 minute (command)","id":"action-3802","text":" Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door.","category":"action","rarity":"common","slug":"action-3802"},{"skill_mod":{},"summary":"For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"At least one magic oil or poison is stored inside the rune’s extradimensional space","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3803","weakness":{},"name":"command","actions_number":2,"id":"action-3803","text":" Activate Single Action command; Requirements At least one magic oil or poison is stored inside the rune’s extradimensional space; Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it’s fully applied, its empty vial is ejected.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3803"},{"skill_mod":{},"summary":"The rune casts a DC 20 earthbind spell on the flying creature.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You critically hit a flying creature with the etched weapon","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3804","frequency":"once per hour","weakness":{},"name":"command","actions_number":1,"id":"action-3804","text":" Activate Reaction command; Frequency once per hour; Requirements You critically hit a flying creature with the etched weapon; Effect The rune casts a DC 20 earthbind spell on the flying creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3804"},{"skill_mod":{},"summary":"The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3805","frequency":"once per day","weakness":{},"name":"command, envision (evocation, force)","actions_number":4,"id":"action-3805","text":" Activate Two Actions command, envision (evocation, force) Frequency once per day; Effect The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a Flurry of Blows instead of a Strike when the spiritual weapon attacks; this still counts as your flourish for the turn. You can Sustain this activation in the same manner as the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3805"},{"skill_mod":{},"summary":"You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3806","frequency":"once per hour","weakness":{},"name":"command, envision (teleportation)","actions_number":4,"id":"action-3806","text":" Activate Two Actions command, envision (teleportation) Frequency once per hour; Effect You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one creature you can see, even if the target is beyond the weapon’s reach or range. On this Strike, ignore any circumstance penalty, status penalty, and range increment penalty.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3806"},{"skill_mod":{},"summary":"The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You damage a creature with the etched weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3807","weakness":{},"name":"command (mental)","actions_number":1,"id":"action-3807","text":" Activate Reaction command (mental) Trigger You damage a creature with the etched weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren’t nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3807"},{"skill_mod":{},"summary":"You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone . All creatures within the area take damage equal to …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3808","frequency":"once per hour","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3808","text":" Activate Two Actions command, envision; Frequency once per hour; Effect You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon’s number of damage dice, with a DC 27 basic Reflex save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3808"},{"skill_mod":{},"summary":"You supercharge the gauntlet’s attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3809","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3809","text":" Activate Two Actions command, Interact; Frequency once per day; Effect You supercharge the gauntlet’s attack. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra two dice of weapon damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3809"},{"skill_mod":{},"summary":"The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3810","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3810","text":" Activate Single Action Interact; Frequency once per day; Effect The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged Trip against all creatures in a 5-foot radius burst within the weapon’s first range increment. Roll a separate Athletics check for each target. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3810"},{"skill_mod":{},"summary":"A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The wielder of a grounding spike is within 30 feet","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3811","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3811","text":" Activate Two Actions command, Interact; Frequency once per day; Requirements The wielder of a grounding spike is within 30 feet; Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity damage (DC 24 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3811"},{"skill_mod":{},"summary":"You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You hit a creature using the rime foil as your last action","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3812","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3812","text":" Activate Two Actions command, Interact; Frequency once per day; Requirements You hit a creature using the rime foil as your last action; Effect You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3812"},{"skill_mod":{},"summary":"You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection on yourself and you must select evil as the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3813","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3813","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection on yourself and you must select evil as the chosen alignment.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3813"},{"skill_mod":{},"summary":"You cast calm emotions at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You hit a creature using the blessed reformer as your last action","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3814","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-3814","text":" Activate Single Action command, Interact; Frequency once per day; Requirements You hit a creature using the blessed reformer as your last action; Effect You cast calm emotions at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer’s number of weapon damage dice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3814"},{"skill_mod":{},"summary":"The next creature you successfully Strike with this weapon is exposed to alghollthu slime. Alghollthu Slime ( curse , occult ) Saving Throw DC …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3815","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-3815","text":" Activate Single Action command; Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to alghollthu slime. Alghollthu Slime (curse, occult) Saving Throw DC 25 Fortitude; Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, making the creature drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy membrane, making it drained 2 until the curse ends; every hour this membrane remains dry, the creature’s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3815"},{"skill_mod":{},"summary":"You evoke the spirit of the unicorn that donated the alicorn lance’s horn, which you ride in a shining charge. Move up to twice your Speed and make …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3816","frequency":"once per hour","weakness":{},"name":"Interact (magical, necromancy)","actions_number":4,"id":"action-3816","text":" Activate Two Actions Interact (magical, necromancy) Frequency once per hour; Effect You evoke the spirit of the unicorn that donated the alicorn lance’s horn, which you ride in a shining charge. Move up to twice your Speed and make a Strike with the alicorn lance; you gain the effects of the lance’s jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3816"},{"skill_mod":{},"summary":"The next creature you successfully Strike with this weapon is exposed to amnesia venom. Amnesia Venom ( mental , poison ) Saving Throw DC 29 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3817","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-3817","text":" Activate Single Action command; Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom. Amnesia Venom (mental, poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed (1 round); Stage 2 flat-footed and clumsy 1 (1 round); Stage 3 confused, flat-footed, and clumsy 2 (1 round)","category":"action","actions":"Single Action","rarity":"common","slug":"action-3817"},{"skill_mod":{},"summary":"You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3818","frequency":"once per minute","weakness":{},"name":"Interact (evocation, magical)","actions_number":4,"id":"action-3818","text":" Activate Two Actions Interact (evocation, magical) Frequency once per minute; Effect You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and 3d6 damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3818"},{"skill_mod":{},"summary":"The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3819","frequency":"once per hour","weakness":{},"name":"command, Interact (divine, necromancy, olfactory)","actions_number":2,"id":"action-3819","text":" Activate Single Action command, Interact (divine, necromancy, olfactory) Frequency once per hour; Effect The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3819"},{"skill_mod":{},"summary":"The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3820","weakness":{},"name":"Interact","actions_number":2,"id":"action-3820","text":" Activate Single Action Interact; Requirements Your last action was a successful Strike with this weapon, or you have a creature grabbed with this weapon; Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3820"},{"skill_mod":{},"summary":"The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab’s number of damage dice.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3821","frequency":"once per round","weakness":{},"name":"Interact","actions_number":2,"id":"action-3821","text":" Activate Single Action Interact; Frequency once per round; Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab’s number of damage dice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3821"},{"skill_mod":{},"summary":"The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with this weapon and you’re not in direct sunlight","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3822","frequency":"once per minute","weakness":{},"name":"Interact","actions_number":2,"id":"action-3822","text":" Activate Single Action Interact; Frequency once per minute; Requirements Your last action was a successful Strike with this weapon and you’re not in direct sunlight; Effect The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3822"},{"skill_mod":{},"summary":"You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have soil or sand within your reach","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3823","weakness":{},"name":"command, Interact","actions_number":6,"id":"action-3823","text":" Activate Three Actions command, Interact; Requirements You have soil or sand within your reach; Effect You Release the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated. The weapon has a space of 5 feet, acts on your initiative, and gains two actions. It doesn’t block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can’t use reactions, and it acts on your turn. While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon’s normal damage but has a +0 Strength modifier. The whip’s abilities that automatically trigger on a hit or critical hit still function, but the weapon can’t be Activated or benefit from any of your abilities while rooted. Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the Activation ends and the vine whip becomes inanimate. You can’t Activate the item again for 10 minutes. Removing the vine whip from the ground takes an Interact action. While rooted, the vine whip gains fast healing 1.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3823"},{"skill_mod":{},"summary":"You adjust the damage that Kaldemash’s Lament deals before firing. Kaldemash’s Lament’s damage type changes to either electricity , fire , or …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You target a creature with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3824","weakness":{},"name":"envision","actions_number":0,"id":"action-3824","text":" Activate Free Action envision; Trigger You target a creature with an attack; Effect You adjust the damage that Kaldemash’s Lament deals before firing. Kaldemash’s Lament’s damage type changes to either electricity, fire, or force until you change the type again.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3824"},{"skill_mod":{},"summary":"You leave Kaldemash’s Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3825","frequency":"once per minute","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3825","text":" Activate Two Actions command, Interact; Frequency once per minute; Effect You leave Kaldemash’s Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun’s speed rune while it’s moving independently. It has a space of 5 feet but doesn’t block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash’s Lament moves this way for 3 rounds, after which it returns to your hand. If you don’t have a free hand to hold it, the gun instead holsters itself on your person. While Kaldemash’s Lament is moving independently, you can command it to make a Strike against a creature as an action, which has the concentrate trait. It makes a ranged Strike using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are flat‑footed to the gun’s attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3825"},{"skill_mod":{},"summary":"You unleash a barrage of attacks in an instant. You deal Strike damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3826","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-3826","text":" Activate Three Actions envision, Interact; Effect You unleash a barrage of attacks in an instant. You deal Strike damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3826"},{"skill_mod":{},"summary":"One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3827","frequency":"once per day (but see below)","weakness":{},"name":"Interact","actions_number":2,"id":"action-3827","text":" Activate Single Action Interact; Frequency once per day (but see below); Effect One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you Strike an enemy with the solar shellflower , the construct fires a smaller jet of fire that automatically hits the target, dealing 3d4 additional persistent fire damage or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3827"},{"skill_mod":{},"summary":"The spark dancer casts either fireball or lightning bolt , depending on whether the current core would deal fire or electricity damage, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3828","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3828","text":" Activate Two Actions Interact; Frequency once per day; Effect The spark dancer casts either fireball or lightning bolt , depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3828"},{"skill_mod":{},"summary":"You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3829","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-3829","text":" Activate Single Action Interact; Frequency once per hour; Effect You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its scatter trait, making the area difficult terrain.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3829"},{"skill_mod":{},"summary":"You pull the trigger, expending both loaded alchemist’s fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The flamethrower is loaded","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3830","weakness":{},"name":"Interact (fire)","actions_number":4,"id":"action-3830","text":" Activate Two Actions Interact (fire) Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist’s fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist’s fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage. Lesser Alchemist’s Fire: The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage. Moderate Alchemist’s Fire: The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage. Greater Alchemist’s Fire: The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage. Major Alchemist’s Fire: The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3830"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You take the Leap action.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3831","weakness":{},"name":"envision","actions_number":0,"id":"action-3831","text":" Activate Free Action envision; Trigger You take the Leap action.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3831"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt to Escape .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3832","weakness":{},"name":"envision","actions_number":0,"id":"action-3832","text":" Activate Free Action envision; Trigger You attempt to Escape.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3832"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3833","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3833","text":" Activate Two Actions command, Interact; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3833"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You take damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3834","weakness":{},"name":"envision","actions_number":0,"id":"action-3834","text":" Activate Free Action envision; Trigger You take damage.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3834"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You critically fail an action with the unstable trait.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3835","weakness":{},"name":"envision","actions_number":0,"id":"action-3835","text":" Activate Free Action envision; Trigger You critically fail an action with the unstable trait.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3835"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3836","weakness":{},"name":"command, envision, interact","actions_number":6,"id":"action-3836","text":" Activate Three Actions command, envision, interact; ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3836"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail to save against a negative or death effect .","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3837","weakness":{},"name":"envision","actions_number":1,"id":"action-3837","text":" Activate Reaction envision; Trigger You fail to save against a negative or death effect.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3837"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3838","weakness":{},"name":"command, envision, interact","actions_number":6,"id":"action-3838","text":" Activate Three Actions command, envision, interact; ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3838"},{"skill_mod":{},"summary":"For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes , according to its type, instead of those of the weapon …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3839","weakness":{},"name":"envision","actions_number":2,"id":"action-3839","text":" Activate Single Action envision; Effect For the Strike with which you consume the ammunition, use the ammunition’s fundamental runes, according to its type, instead of those of the weapon firing it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3839"},{"skill_mod":{},"summary":"A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3840","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-3840","text":" Activate Two Actions envision, Interact; Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition’s fundamental runes, according to its type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3840"},{"skill_mod":{},"summary":"You spend 10 minutes drawing, writing, or inscribing, covering the missive’s surface with text, images, or embossing.","primary_source":"Treasure Vault","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3841","weakness":{},"name":"","trait":["Exploration","Manipulate"],"id":"action-3841","text":" Source Treasure Vault pg. 77 --- You spend 10 minutes drawing, writing, or inscribing, covering the missive’s surface with text, images, or embossing.","category":"action","rarity":"common","slug":"action-3841"},{"skill_mod":{},"summary":"You gain the effects of a bullhorn spell. You can Dismiss the activation.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3842","weakness":{},"name":"envision","actions_number":2,"id":"action-3842","text":" Activate Single Action envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3842"},{"skill_mod":{},"summary":"You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3843","frequency":"once every 1d4 rounds","weakness":{},"name":"envision","actions_number":2,"id":"action-3843","text":" Activate Single Action envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3843"},{"skill_mod":{},"summary":"Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3844","frequency":"once per round","weakness":{},"name":"envision","actions_number":2,"id":"action-3844","text":" Activate Single Action envision; Frequency once per round; Effect Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the higher result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3844"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re a master in the skill you failed with.","source":["Treasure Vault"],"trigger":"You fail or critically fail a Deception , Diplomacy , or Intimidation check to Coerce , Lie , Make an Impression , or Request ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3845","weakness":{},"name":"envision","actions_number":0,"id":"action-3845","text":" Activate Free Action envision; Trigger You fail or critically fail a Deception, Diplomacy, or Intimidation check to Coerce, Lie, Make an Impression, or Request; Requirements You’re a master in the skill you failed with.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3845"},{"skill_mod":{},"summary":"You roll initiative using Stealth and can see a creature","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Stealth","source":["Treasure Vault"],"trigger":"You roll initiative using Stealth and can see a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3846","weakness":{},"name":"envision","actions_number":0,"id":"action-3846","text":" Activate Free Action envision; Trigger You roll initiative using Stealth and can see a creature; Requirements You are a master in Stealth; Effect You roll initiative using Stealth and can see a creature","category":"action","actions":"Free Action","rarity":"common","slug":"action-3846"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Deception or Diplomacy ","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3847","weakness":{},"name":"envision, Interact","actions_number":6,"id":"action-3847","text":" Activate Three Actions envision, Interact; Requirements You are a master in Deception or Diplomacy; ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3847"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You hit a creature with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3848","weakness":{},"name":"envision","actions_number":0,"id":"action-3848","text":" Activate Free Action envision; Trigger You hit a creature with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3848"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re an expert in Acrobatics , and you are unarmored","source":["Treasure Vault"],"trigger":"You are knocked prone ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3849","weakness":{},"name":"envision","actions_number":0,"id":"action-3849","text":" Activate Free Action envision; Trigger You are knocked prone; Requirements You’re an expert in Acrobatics, and you are unarmored; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3849"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You would take damage of a type depending on the talisman’s dragon type: acid , cold , electricity , fire , or poison damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3850","weakness":{},"name":"envision","actions_number":0,"id":"action-3850","text":" Activate Free Action envision; Trigger You would take damage of a type depending on the talisman’s dragon type: acid, cold, electricity, fire, or poison damage; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3850"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3851","weakness":{},"name":"envision","actions_number":2,"id":"action-3851","text":" Activate Single Action envision; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3851"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You succeed at a Strike with the affixed weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3852","weakness":{},"name":"envision","actions_number":0,"id":"action-3852","text":" Activate Free Action envision; Trigger You succeed at a Strike with the affixed weapon; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3852"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Perception .","source":["Treasure Vault"],"trigger":"You become blinded , or an effect otherwise impedes your vision","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3853","weakness":{},"name":"command","actions_number":0,"id":"action-3853","text":" Activate Free Action command; Trigger You become blinded, or an effect otherwise impedes your vision; Requirements You are an expert in Perception.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3853"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Athletics .","source":["Treasure Vault"],"trigger":"You use the affixed shield to Shield Block a melee weapon attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3854","weakness":{},"name":"envision","actions_number":0,"id":"action-3854","text":" Activate Free Action envision; Trigger You use the affixed shield to Shield Block a melee weapon attack; Requirements You are an expert in Athletics.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3854"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are unarmored.","source":["Treasure Vault"],"trigger":"You would be reduced to 0 Hit Points by damage but not immediately killed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3855","weakness":{},"name":"envision","actions_number":0,"id":"action-3855","text":" Activate Free Action envision; Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3855"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You damage a flat-footed creature with the affixed weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3856","weakness":{},"name":"envision","actions_number":0,"id":"action-3856","text":" Activate Free Action envision; Trigger You damage a flat-footed creature with the affixed weapon.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3856"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature critically hits you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3857","weakness":{},"name":"envision","actions_number":0,"id":"action-3857","text":" Activate Free Action envision; Trigger A creature critically hits you.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3857"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master in Will saves.","source":["Treasure Vault"],"trigger":"You attempt a saving throw against a possession effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3858","weakness":{},"name":"command","actions_number":0,"id":"action-3858","text":" Activate Free Action command; Trigger You attempt a saving throw against a possession effect; Requirements You are a master in Will saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3858"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are an expert in Fortitude saves.","source":["Treasure Vault"],"trigger":"You are reduced to 0 Hit Points by damage but not immediately killed","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3859","weakness":{},"name":"envision","actions_number":0,"id":"action-3859","text":" Activate Free Action envision; Trigger You are reduced to 0 Hit Points by damage but not immediately killed; Requirements You are an expert in Fortitude saves.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3859"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re a master in Athletics , and you have the affixed shield raised.","source":["Treasure Vault"],"trigger":"You are targeted by a spell of 5th level or lower","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3860","weakness":{},"name":"command","actions_number":1,"id":"action-3860","text":" Activate Reaction command; Trigger You are targeted by a spell of 5th level or lower; Requirements You’re a master in Athletics, and you have the affixed shield raised.; ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3860"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re a master in Athletics , and you have the affixed shield raised.","source":["Treasure Vault"],"trigger":"You use the affixed shield to S hield Block a melee attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3861","weakness":{},"name":"envision","actions_number":0,"id":"action-3861","text":" Activate Free Action envision; Trigger You use the affixed shield to Shield Block a melee attack; Requirements You’re a master in Athletics, and you have the affixed shield raised.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3861"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You prepared the staff.","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3862","weakness":{},"name":"Interact","actions_number":0,"id":"action-3862","text":" Activate Free Action Interact; Requirements You prepared the staff.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3862"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a wounded value of 1 or more.","source":["Treasure Vault"],"trigger":"You lose the dying condition","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3863","weakness":{},"name":"command","actions_number":0,"id":"action-3863","text":" Activate Free Action command; Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.; ","category":"action","actions":"Free Action","rarity":"common","slug":"action-3863"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3864","weakness":{},"name":"envision","actions_number":6,"id":"action-3864","text":" Activate Three Actions envision; ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3864"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3865","weakness":{},"name":"1 hour (envision, Interact)","id":"action-3865","text":" Activate 1 hour (envision, Interact); ","category":"action","rarity":"common","slug":"action-3865"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3866","weakness":{},"name":"Interact, Strike","actions_number":4,"id":"action-3866","text":" Activate Two Actions Interact, Strike; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3866"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3867","weakness":{},"name":"10 minutes (envision, Interact)","id":"action-3867","text":" Activate 10 minutes (envision, Interact); ","category":"action","rarity":"common","slug":"action-3867"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are untrained in Performance .","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3868","weakness":{},"name":"Perform","actions_number":2,"id":"action-3868","text":" Activate Single Action Perform Requirements You are untrained in Performance.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3868"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must have the potion patch affixed to your skin.","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3869","weakness":{},"name":"command","actions_number":2,"id":"action-3869","text":" Activate Single Action command; Requirements You must have the potion patch affixed to your skin.; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3869"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3870","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-3870","text":" Activate Two Actions envision, Interact; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3870"},{"skill_mod":{},"summary":"You cast true seeing .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3871","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-3871","text":" Activate Two Actions envision; Frequency once per day; Effect You cast true seeing .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3871"},{"skill_mod":{},"summary":"You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it’s instead …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3872","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3872","text":" Activate Single Action Interact; Frequency once per day; Effect You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it’s instead suppressed for 1 hour.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3872"},{"skill_mod":{},"summary":"You cast a 3rd-level mending spell on an item you touch.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3873","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-3873","text":" Activate Two Actions Interact; Frequency once per hour; Effect You cast a 3rd-level mending spell on an item you touch.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3873"},{"skill_mod":{},"summary":"If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You succeed or critically succeed with a Shove ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3874","frequency":"once per hour","weakness":{},"name":"envision","actions_number":0,"id":"action-3874","text":" Activate Free Action envision; Frequency once per hour; Trigger You succeed or critically succeed with a Shove; Effect If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them prone.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3874"},{"skill_mod":{},"summary":"You’re the subject of the sanctuary spell until the end of your next turn.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3875","frequency":"once per round","weakness":{},"name":"envision","actions_number":2,"id":"action-3875","text":" Activate Single Action envision; Frequency once per round; Effect You’re the subject of the sanctuary spell until the end of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3875"},{"skill_mod":{},"summary":"The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature succeeds at an attack roll against you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3876","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-3876","text":" Activate Reaction envision; Frequency once per hour; Trigger A creature succeeds at an attack roll against you; Effect The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On a critical failure, the target becomes friendly to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a hostile action against them.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3876"},{"skill_mod":{},"summary":"Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3877","frequency":"once per day","weakness":{},"name":"envision (fortune, mental)","actions_number":4,"id":"action-3877","text":" Activate Two Actions envision (fortune, mental) Frequency once per day; Effect Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 hours. If they succeed, they become friendly to you for 1 hour. If they critically succeed they’re immune to this effect for 1 year.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3877"},{"skill_mod":{},"summary":"You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3878","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3878","text":" Activate Two Actions Interact; Frequency once per day; Effect You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3878"},{"skill_mod":{},"summary":"With a single tap, you gain immunity to poison for 1 minute.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3879","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3879","text":" Activate Single Action Interact; Frequency once per day; Effect With a single tap, you gain immunity to poison for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3879"},{"skill_mod":{},"summary":"If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail or critically fail a Fortitude saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3880","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3880","text":" Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a Fortitude saving throw; Effect If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3880"},{"skill_mod":{},"summary":"You slap the bottom of your palms with hands splayed outward, casting a 7th-level burning hands spell (DC 41).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3881","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3881","text":" Activate Two Actions Interact; Frequency once per day; Effect You slap the bottom of your palms with hands splayed outward, casting a 7th-level burning hands spell (DC 41).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3881"},{"skill_mod":{},"summary":"You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You succeed or critically succeed with a Grapple ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3882","frequency":"once per hour","weakness":{},"name":"envision","actions_number":0,"id":"action-3882","text":" Activate Free Action envision; Frequency once per hour; Trigger You succeed or critically succeed with a Grapple; Effect You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3882"},{"skill_mod":{},"summary":"You take half damage from the triggering attack.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You’re hit by an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3883","frequency":"once per minute","weakness":{},"name":"envision","actions_number":1,"id":"action-3883","text":" Activate Reaction envision; Frequency once per minute; Trigger You’re hit by an attack; Effect You take half damage from the triggering attack.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3883"},{"skill_mod":{},"summary":"You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail, but don’t critically fail, a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3884","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-3884","text":" Activate Reaction envision; Frequency once per hour; Trigger You fail, but don’t critically fail, a saving throw; Effect You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3884"},{"skill_mod":{},"summary":"You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3885","frequency":"once per day","weakness":{},"name":"(10 minutes) envision (fortune, mental)","id":"action-3885","text":" Activate (10 minutes) envision (fortune, mental) Frequency once per day; Effect You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all Perception checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours.","category":"action","rarity":"common","slug":"action-3885"},{"skill_mod":{},"summary":"Drawing the cloak around you, you reduce the damage taken by 10.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You take damage","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3886","frequency":"once per round","weakness":{},"name":"Interact","actions_number":1,"id":"action-3886","text":" Activate Reaction Interact; Frequency once per round; Trigger You take damage; Effect Drawing the cloak around you, you reduce the damage taken by 10.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3886"},{"skill_mod":{},"summary":"If you’re currently afflicted by a poison or a disease , you can hold the cloak tight to your body and immediately attempt a saving throw to end …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3887","frequency":"once per hour","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-3887","text":" Activate Two Actions envision, Interact; Frequency once per hour; Effect If you’re currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3887"},{"skill_mod":{},"summary":"If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail or critically fail a Thievery skill check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3888","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3888","text":" Activate Reaction envision; Frequency once per day; Trigger You fail or critically fail a Thievery skill check; Effect If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3888"},{"skill_mod":{},"summary":"You can attempt the jump normally. It doesn’t automatically fail.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt a High Jump or Long Jump but you didn’t Stride at least 10 feet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3889","frequency":"once per minute","weakness":{},"name":"envision","actions_number":1,"id":"action-3889","text":" Activate Reaction envision; Frequency once per minute; Trigger You attempt a High Jump or Long Jump but you didn’t Stride at least 10 feet; Effect You can attempt the jump normally. It doesn’t automatically fail.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3889"},{"skill_mod":{},"summary":"Attempt a Stealth check against the triggering creature’s Perception DC. If you roll a success, you’re hidden from that creature until the end …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature misses you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3890","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":1,"id":"action-3890","text":" Activate Reaction Interact; Frequency once per hour; Trigger A creature misses you with an attack; Effect Attempt a Stealth check against the triggering creature’s Perception DC. If you roll a success, you’re hidden from that creature until the end of your next turn or until right after you use a hostile action against that creature. If you roll a critical success, you’re hidden from that creature until the end of your next turn, even if you use hostile actions against that creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3890"},{"skill_mod":{},"summary":"With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast gaseous form on yourself.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3891","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3891","text":" Activate Two Actions Interact; Frequency once per day; Effect With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast gaseous form on yourself.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3891"},{"skill_mod":{},"summary":"You cast hypnotic pattern (DC 37).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3892","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-3892","text":" Activate Two Actions envision; Frequency once per hour; Effect You cast hypnotic pattern (DC 37).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3892"},{"skill_mod":{},"summary":"Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3893","frequency":"once per day","weakness":{},"name":"Interact","actions_number":4,"id":"action-3893","text":" Activate Two Actions Interact; Frequency once per day; Effect Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3893"},{"skill_mod":{},"summary":"The tip of the rapier briefly takes the form of a viper’s head, and the blade twists and contorts, biting the target you missed. The target is …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail, but don’t critically fail, an attack using the viper rapier ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3894","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3894","text":" Activate Reaction envision; Frequency once per day; Trigger You fail, but don’t critically fail, an attack using the viper rapier ; Effect The tip of the rapier briefly takes the form of a viper’s head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with purple worm venom (DC 43).","category":"action","actions":"Reaction","rarity":"common","slug":"action-3894"},{"skill_mod":{},"summary":"With a slight, obviously mocking bow or curtsy, you Step .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature misses or critically misses you with an attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3895","weakness":{},"name":"envision","actions_number":1,"id":"action-3895","text":" Activate Reaction envision; Trigger A creature misses or critically misses you with an attack; Effect With a slight, obviously mocking bow or curtsy, you Step.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3895"},{"skill_mod":{},"summary":"You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You’re concealed for 1 minute or until you take a …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3896","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":4,"id":"action-3896","text":" Activate Two Actions Interact; Frequency once per hour; Effect You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You’re concealed for 1 minute or until you take a hostile action. While you’re concealed, you also gain a +2 circumstance bonus to Reflex saving throws.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3896"},{"skill_mod":{},"summary":"Through the staff’s strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3897","frequency":"once per round","weakness":{},"name":"envision (mental)","actions_number":2,"id":"action-3897","text":" Activate Single Action envision (mental) Frequency once per round; Effect Through the staff’s strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is flat-footed to you and takes a –2 circumstance penalty to saving throws against your spells.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3897"},{"skill_mod":{},"summary":"You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature’s mind. The target must attempt …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3898","frequency":"once per hour","weakness":{},"name":"Interact (mental, misfortune)","actions_number":4,"id":"action-3898","text":" Activate Two Actions Interact (mental, misfortune) Frequency once per hour; Effect You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature’s mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3898"},{"skill_mod":{},"summary":"You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3899","frequency":"once per day","weakness":{},"name":"envision (fortune, mental)","actions_number":4,"id":"action-3899","text":" Activate Two Actions envision (fortune, mental) Frequency once per day; Effect You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff’s whispers clearly and distinctly, gaining benefit from their advice and mental protection. Whenever you and your affected allies attempt to Recall Knowledge or attempt a saving throw against a mental effect, you roll twice and take the better result. This is a fortune effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3899"},{"skill_mod":{},"summary":"Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3900","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3900","text":" Activate Free Action envision; Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3900"},{"skill_mod":{},"summary":"Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your animal companion wearing the empathy charm is within 10 feet","source":["Treasure Vault"],"trigger":"You attempt a saving throw against an emotion effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3901","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3901","text":" Activate Reaction envision; Frequency once per day; Trigger You attempt a saving throw against an emotion effect; Requirements Your animal companion wearing the empathy charm is within 10 feet; Effect Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3901"},{"skill_mod":{},"summary":"You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3904","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-3904","text":" Activate Single Action Interact; Frequency once per hour; Effect You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3904"},{"skill_mod":{},"summary":"You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3905","frequency":"once per hour","weakness":{},"name":"envision","actions_number":2,"id":"action-3905","text":" Activate Single Action envision; Frequency once per hour; Effect You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you’re wielding, which reduces the penalty for firing into your weapon’s second range increment from –2 to 0. This effect doesn’t negate the blinded condition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3905"},{"skill_mod":{},"summary":"You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can’t …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3906","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-3906","text":" Activate Single Action command; Frequency once per day; Effect You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can’t move on its own, you can place the eye in a discrete location (using your Stealth DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you’re within 100 feet of the eye. The eye’s signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye’s signal is visual only.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3906"},{"skill_mod":{},"summary":"magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3907","frequency":"once per hour","weakness":{},"name":"envision","actions_number":4,"id":"action-3907","text":" Activate Two Actions envision; Frequency once per hour; Effect magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3907"},{"skill_mod":{},"summary":"The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding a non-magical item of light or negligible Bulk","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3908","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":2,"id":"action-3908","text":" Activate Single Action envision, Interact; Frequency once per day; Requirements You’re holding a non-magical item of light or negligible Bulk; Effect The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3908"},{"skill_mod":{},"summary":"You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3909","frequency":"once per hour","weakness":{},"name":"envision, Interact","actions_number":2,"id":"action-3909","text":" Activate Single Action envision, Interact; Frequency once per hour; Effect You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3909"},{"skill_mod":{},"summary":"A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3910","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":2,"id":"action-3910","text":" Activate Single Action command, envision; Frequency once per day; Effect A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an Interact action to regain 2d6+5 Hit Points. The fruits wither away after 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3910"},{"skill_mod":{},"summary":"Your tail comes off in your opponent’s hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You’re grabbed ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3911","weakness":{},"name":"","actions_number":1,"id":"action-3911","text":" Activate Reaction ; Trigger You’re grabbed; Effect Your tail comes off in your opponent’s hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals 8d6 slashing damage to the opponent who has you grabbed with a DC 25 basic Reflex save. Regardless of the result of their save, you’re no longer grabbed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3911"},{"skill_mod":{},"summary":"The chair deploys a complete e xpanded alchemist’s lab . The chair is immobile while this lab is deployed, but levers and gears in the chair allow …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3912","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-3912","text":" Activate Single Action command, Interact; Frequency once per hour; Effect The chair deploys a complete expanded alchemist’s lab. The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to Craft. This setup is highly efficient and gives you a +2 circumstance bonus to Earn Income using Crafting.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3912"},{"skill_mod":{},"summary":"You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3913","frequency":"once per day","weakness":{},"name":"Interact","actions_number":0,"id":"action-3913","text":" Activate Free Action Interact; Frequency once per day; Effect You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3913"},{"skill_mod":{},"summary":"If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3914","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":0,"id":"action-3914","text":" Activate Free Action envision (metamagic) Frequency once per day; Effect If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain , you draw forth the pop-up scene. If a creature succeeds, but doesn’t critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell’s level.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3914"},{"skill_mod":{},"summary":"If your next action is to cast a cozy cabin , magnificent mansion , or resplendent mansion spell, you add a room to the structure that is …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3915","frequency":"once per week","weakness":{},"name":"envision (metamagic)","actions_number":0,"id":"action-3915","text":" Activate Free Action envision (metamagic) Frequency once per week; Effect If your next action is to cast a cozy cabin , magnificent mansion , or resplendent mansion spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day’s preparations, they gain a +1 circumstance bonus to Athletics checks and Will saves for the next 12 hours.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3915"},{"skill_mod":{},"summary":"Choose chaotic , evil , good , or lawful ; you can’t choose a type that’s part of your deity’s alignment. You and all allies within 30 feet are …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"Your last action was to cast a prepared divine spell granted by your deity","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3916","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3916","text":" Activate Free Action envision; Frequency once per day; Trigger Your last action was to cast a prepared divine spell granted by your deity; Effect Choose chaotic, evil, good, or lawful; you can’t choose a type that’s part of your deity’s alignment. You and all allies within 30 feet are suffused with your deity’s protection, gaining resistance 10 to damage of that type for 1 minute.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3916"},{"skill_mod":{},"summary":"If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3917","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":2,"id":"action-3917","text":" Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they’re torn apart at an infinitesimal level, not even leaving a fine ash; this is a death effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3917"},{"skill_mod":{},"summary":"If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3918","frequency":"once per day","weakness":{},"name":"envision (metamagic)","actions_number":2,"id":"action-3918","text":" Activate Single Action envision (metamagic) Frequency once per day; Effect If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from dying due to damage and from its dying condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. The effect lasts for 4 rounds.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3918"},{"skill_mod":{},"summary":"If your next action is to cast one of the granted spells from your patron’s theme or one of the spells your familiar learned from a lesson, your …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3919","frequency":"once per 10 minutes","weakness":{},"name":"envision (metamagic)","actions_number":0,"id":"action-3919","text":" Activate Free Action envision (metamagic) Frequency once per 10 minutes; Effect If your next action is to cast one of the granted spells from your patron’s theme or one of the spells your familiar learned from a lesson, your patron takes notice that you’re putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3919"},{"skill_mod":{},"summary":"If your next action is to cast an acid or poison spell that deals persistent damage , any creature who takes persistent damage from the spell is …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3920","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3920","text":" Activate Free Action envision; Frequency once per day; Effect If your next action is to cast an acid or poison spell that deals persistent damage, any creature who takes persistent damage from the spell is also sickened 2 until the persistent damage ends. Using an action to retch can reduce the sickened value as normal, but it can’t reduce the sickened value below 1 until the persistent damage ends.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3920"},{"skill_mod":{},"summary":"If your next action is to cast an enchantment spell on a target about whom you’ve written an entry in the book, you can state that secret or foible …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3921","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3921","text":" Activate Free Action envision; Frequency once per day; Effect If your next action is to cast an enchantment spell on a target about whom you’ve written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. The inscription then disappears from the grimoire.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3921"},{"skill_mod":{},"summary":"If your next action is to cast a glitterdust spell, all creatures within the spell’s area who don’t critically succeed at their save are covered …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3922","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3922","text":" Activate Free Action envision; Frequency once per day; Effect If your next action is to cast a glitterdust spell, all creatures within the spell’s area who don’t critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target’s extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. This ability can also be used to properly season up to 100 pounds of prepared food within the area of the glitterdust spell instantaneously.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3922"},{"skill_mod":{},"summary":"You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers ( Athletics ), 2 = …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"Your last action was to cast a divination spell prepared from this grimoire","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3923","frequency":"once per day","weakness":{},"name":"envision (fortune)","actions_number":0,"id":"action-3923","text":" Activate Free Action envision (fortune) Frequency once per day; Trigger Your last action was to cast a divination spell prepared from this grimoire; Effect You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers (Athletics), 2 = keys (Acrobatics), 3 = shields (Survival), 4 = books (any Recall Knowledge), 5 = stars (Religion), 6 = crowns (Diplomacy). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3923"},{"skill_mod":{},"summary":"If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3924","weakness":{},"name":"envision (metamagic)","actions_number":2,"id":"action-3924","text":" Activate Single Action envision (metamagic) Effect If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the water trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3924"},{"skill_mod":{},"summary":"The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues ","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3925","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3925","text":" Activate Free Action envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues ; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3925"},{"skill_mod":{},"summary":"Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"Your last action was to cast a spell prepared from this grimoire that has the shadow trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3926","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-3926","text":" Activate Single Action envision; Frequency once per day; Trigger Your last action was to cast a spell prepared from this grimoire that has the shadow trait; Effect Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is blinded for 1 round and drained 1 as the shadows scrape across it. Failure The creature is blinded for 1 minute and drained 2 as the shadows seize it. Critical Failure As failure, but the shadows also pull the creature into the tome, teleporting it to the Shadow Plane.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3926"},{"skill_mod":{},"summary":"The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the Raise a Tome feat","source":["Treasure Vault"],"trigger":"You’re targeted with an arcane spell attack and you have this grimoire raised","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3927","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-3927","text":" Activate Reaction envision; Frequency once per day; Trigger You’re targeted with an arcane spell attack and you have this grimoire raised; Requirements You have the Raise a Tome feat; Effect The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher level as the spell in the grimoire to cast that spell instead, heightened to the appropriate level (if you spent a higher-level spell slot). After you cast the spell, it’s expended from the grimoire.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3927"},{"skill_mod":{},"summary":"Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3928","frequency":"once per day","weakness":{},"name":"envision (healing, necromancy, positive)","actions_number":0,"id":"action-3928","text":" Activate Free Action envision (healing, necromancy, positive) Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3928"},{"skill_mod":{},"summary":"If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3929","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3929","text":" Activate Free Action envision; Frequency once per day; Effect If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light refracting and reflecting within and around the spell’s chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it’s instead blinded for 1 round and then dazzled for 3 rounds.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3929"},{"skill_mod":{},"summary":"If your next action is to cast a necromancy spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around you, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3930","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-3930","text":" Activate Free Action envision; Frequency once per day; Effect If your next action is to cast a necromancy spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3930"},{"skill_mod":{},"summary":"You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're underwater","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3931","frequency":"once per day","weakness":{},"name":"1 minute (Interact)","id":"action-3931","text":" Activate 1 minute (Interact); Frequency once per day; Requirements You're underwater; Effect You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air.","category":"action","rarity":"common","slug":"action-3931"},{"skill_mod":{},"summary":"You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the Battle Medicine action","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3932","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3932","text":" Activate Two Actions command, Interact; Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3932"},{"skill_mod":{},"summary":"You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3933","frequency":"once per day","weakness":{},"name":"1 minute (envision, Interact)","id":"action-3933","text":" Activate 1 minute (envision, Interact); Frequency once per day; Effect You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. If there’s not enough room for everyone, only you are transported. If there’s not enough room for you, the teleportation fails.","category":"action","rarity":"common","slug":"action-3933"},{"skill_mod":{},"summary":"Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3934","weakness":{},"name":"10 minutes (command, envision, Interact)","id":"action-3934","text":" Activate 10 minutes (command, envision, Interact); Effect Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location.","category":"action","rarity":"common","slug":"action-3934"},{"skill_mod":{},"summary":"While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3935","weakness":{},"name":"command, envision, Interact (teleportation)","actions_number":6,"id":"action-3935","text":" Activate Three Actions command, envision, Interact (teleportation) Effect While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it’s not, your activation produces no effect, but the attunement remains.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3935"},{"skill_mod":{},"summary":"Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail a check or attack","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3936","weakness":{},"name":"Interact","actions_number":1,"id":"action-3936","text":" Activate Reaction Interact; Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you’re temporarily immune to fortune’s coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3936"},{"skill_mod":{},"summary":"You concentrate on the lantern’s light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern’s bright light …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The lantern’s shutters are open","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3937","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-3937","text":" Activate Single Action envision; Frequency once per day; Requirements The lantern’s shutters are open; Effect You concentrate on the lantern’s light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern’s bright light on the Material Plane gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch . This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it’s in the lantern’s bright light, and if the creature leaves the light and returns it regains the benefit once more.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3937"},{"skill_mod":{},"summary":"Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation . Each creature in the emanation …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3938","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3938","text":" Activate Two Actions command, Interact; Effect Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become sickened 2. You’re immune to this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3938"},{"skill_mod":{},"summary":"Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3939","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-3939","text":" Activate Two Actions command, Interact; Effect Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become frightened 3. You’re immune to this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3939"},{"skill_mod":{},"summary":"You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3940","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-3940","text":" Activate Single Action Interact; Frequency once per hour; Effect You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don’t critically fail this check, you get a success instead. You’re then stupefied 1 for 3 rounds.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3940"},{"skill_mod":{},"summary":"The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The handkerchief is entirely covering an item of negligible Bulk","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3941","weakness":{},"name":"Interact","actions_number":2,"id":"action-3941","text":" Activate Single Action Interact; Requirements The handkerchief is entirely covering an item of negligible Bulk; Effect The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it. This activation can’t be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an Interact action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3941"},{"skill_mod":{},"summary":"You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across—just big enough to cover a …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3942","weakness":{},"name":"Interact","actions_number":6,"id":"action-3942","text":" Activate Three Actions Interact; Effect You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The hole’s depth is perpendicular to the surface, so it’s most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The only air in the hole is that which enters when it’s opened, though if the hole goes through to open space, air can flow freely through the tunnel. Anyone can Interact to grab the hole by the edges and partially or fully fold it up. This closes the entrance to the extradimensional space. Any objects or creatures within the hole remain inside, and any that can’t fit fully inside are ejected into the nearest open space. No matter how many items are in the portable hole, its Bulk never changes. Items can be stowed or retrieved only while the hole is fully open. A living creature placed inside has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the hole provides no benefits unless it’s retrieved first. Anything in the hole can’t be detected by magic that detects only things on the same plane.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3942"},{"skill_mod":{},"summary":"You attempt to Demoralize the foe the Strike hit.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have the Battle Cry skill feat","source":["Treasure Vault"],"trigger":"An ally within 20 feet of you critically hits with a Strike ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3943","frequency":"once per hour","weakness":{},"name":"command","actions_number":1,"id":"action-3943","text":" Activate Reaction command; Frequency once per hour; Trigger An ally within 20 feet of you critically hits with a Strike; Requirements You have the Battle Cry skill feat; Effect You attempt to Demoralize the foe the Strike hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3943"},{"skill_mod":{},"summary":"You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3944","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-3944","text":" Activate Single Action Interact; Frequency once per hour; Effect You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are concealed from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3944"},{"skill_mod":{},"summary":"You play the song. Once it’s completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must be aboard a ship","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3945","frequency":"once per day","weakness":{},"name":"5 minutes (Interact)","id":"action-3945","text":" Activate 5 minutes (Interact); Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it’s completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.","category":"action","rarity":"common","slug":"action-3945"},{"skill_mod":{},"summary":"The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn’t have …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3946","frequency":"once per hour","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3946","text":" Activate Two Actions command, envision; Frequency once per hour; Effect The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn’t have a Will modifier, it automatically gets a failure on its save.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3946"},{"skill_mod":{},"summary":"You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3947","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-3947","text":" Activate Single Action Interact; Frequency once per day; Effect You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can Hustle during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet. When the 8 hours are up, the cloud stops blowing and floats back into your hands.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3947"},{"skill_mod":{},"summary":"Replace the roll with the d20 roll from your ancestor’s visitation.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You rolled a saving throw of the noted type","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3948","frequency":"once per day","weakness":{},"name":"envision (fortune)","actions_number":1,"id":"action-3948","text":" Activate Reaction envision (fortune) Frequency once per day; Trigger You rolled a saving throw of the noted type; Effect Replace the roll with the d20 roll from your ancestor’s visitation.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3948"},{"skill_mod":{},"summary":"Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3949","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-3949","text":" Activate Two Actions envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3949"},{"skill_mod":{},"summary":"You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You fail (but don’t critically fail) an initial saving throw against a poison , or you gain persistent poison damage ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3950","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-3950","text":" Activate Reaction command; Frequency once per day; Trigger You fail (but don’t critically fail) an initial saving throw against a poison, or you gain persistent poison damage; Effect You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol affliction at stage 2. The DC of this magical alcohol is the DC of the triggering poison save or DC 20 for persistent poison damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3950"},{"skill_mod":{},"summary":"You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level summon construct spell. You can have the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3951","frequency":"once per day","weakness":{},"name":"command, envision, Interact (conjuration)","actions_number":6,"id":"action-3951","text":" Activate Three Actions command, envision, Interact (conjuration) Frequency once per day; Effect You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level summon construct spell. You can have the guardian Fly Free as part of Activating your tattoo. If your tattoo guardian drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3951"},{"skill_mod":{},"summary":"The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3952","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3952","text":" Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm , heal , or the 1st-level spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast.","category":"action","rarity":"common","slug":"action-3952"},{"skill_mod":{},"summary":"Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don’t risk falling when crossing …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3953","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-3953","text":" Activate Single Action envision; Frequency once per day; Effect Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don’t risk falling when crossing ice.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3953"},{"skill_mod":{},"summary":"You sense the direction toward your home.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3954","weakness":{},"name":"envision","actions_number":2,"id":"action-3954","text":" Activate Single Action envision; Effect You sense the direction toward your home.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3954"},{"skill_mod":{},"summary":"As you hold up your hand and align the star in view, you learn which direction you’re facing.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3955","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-3955","text":" Activate Two Actions envision, Interact; Effect As you hold up your hand and align the star in view, you learn which direction you’re facing.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3955"},{"skill_mod":{},"summary":"You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can see your nemesis, and they’re within 30 feet of you","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3956","frequency":"once per round","weakness":{},"name":"command (mental)","actions_number":2,"id":"action-3956","text":" Activate Single Action command (mental) Frequency once per round; Requirements You can see your nemesis, and they’re within 30 feet of you; Effect You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can’t reduce this damage in any way.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3956"},{"skill_mod":{},"summary":"You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3957","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-3957","text":" Activate Single Action command; Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can’t translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3957"},{"skill_mod":{},"summary":"For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3958","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3958","text":" Activate Two Actions command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3958"},{"skill_mod":{},"summary":"The tattoo casts a 4th-level scorching ray , with the rays emitting from your eyes. The number of actions you spend Activating the tattoo …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3959","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-3959","text":" Activate Single Action to Three Actions envision; Frequency once per day; Effect The tattoo casts a 4th-level scorching ray , with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray’s number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19).","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-3959"},{"skill_mod":{},"summary":"You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3960","weakness":{},"name":"command (morph)","actions_number":2,"id":"action-3960","text":" Activate Single Action command (morph) Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog’s jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3960"},{"skill_mod":{},"summary":"The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3961","weakness":{},"name":"command, envision (polymorph)","actions_number":4,"id":"action-3961","text":" Activate Two Actions command, envision (polymorph) Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3961"},{"skill_mod":{},"summary":"The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th level.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3962","frequency":"once per day","weakness":{},"name":"1 minute (envision, Interact)","id":"action-3962","text":" Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation . You choose the item and its appearance, and whether the spell is 4th or 5th level.","category":"action","rarity":"common","slug":"action-3962"},{"skill_mod":{},"summary":"You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious , aquatic , …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You would be hit by an attack against your AC","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3963","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-3963","text":" Activate Reaction command; Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3963"},{"skill_mod":{},"summary":"The tattoo casts its spell.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3964","frequency":"once per day","weakness":{},"name":"The actions required to Activate the tattoo are the same as those needed to cast its spell","id":"action-3964","text":" Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.","category":"action","rarity":"common","slug":"action-3964"},{"skill_mod":{},"summary":"The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a forest or similar natural area","source":["Treasure Vault"],"trigger":"A creature would detect you by Seeking","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3965","frequency":"once per day","weakness":{},"name":"","actions_number":1,"id":"action-3965","text":" Activate Reaction ; Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You’re in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. If you’ve already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell’s normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3965"},{"skill_mod":{},"summary":"The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3966","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3966","text":" Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3966"},{"skill_mod":{},"summary":"The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3967","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-3967","text":" Activate Two Actions command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3967"},{"skill_mod":{},"summary":"You cast tame .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3968","weakness":{},"name":"Cast a Spell","id":"action-3968","text":" Activate Cast a Spell; Effect You cast tame .","category":"action","rarity":"common","slug":"action-3968"},{"skill_mod":{},"summary":"You cast 2nd-level summon animal to summon a cave scorpion (armor), wolf (melee weapon), or bat swarm (ranged weapon).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3969","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3969","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level summon animal to summon a cave scorpion (armor), wolf (melee weapon), or bat swarm (ranged weapon).","category":"action","rarity":"common","slug":"action-3969"},{"skill_mod":{},"summary":"You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine (melee), or giant bat (ranged).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3970","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3970","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine (melee), or giant bat (ranged).","category":"action","rarity":"common","slug":"action-3970"},{"skill_mod":{},"summary":"You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3971","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3971","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged).","category":"action","rarity":"common","slug":"action-3971"},{"skill_mod":{},"summary":"You cast tanglefoot .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3972","weakness":{},"name":"Cast a Spell","id":"action-3972","text":" Activate Cast a Spell; Effect You cast tanglefoot .","category":"action","rarity":"common","slug":"action-3972"},{"skill_mod":{},"summary":"You cast soothing blossoms .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3973","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3973","text":" Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms .","category":"action","rarity":"common","slug":"action-3973"},{"skill_mod":{},"summary":"You cast soothing blossoms .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3974","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3974","text":" Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms .","category":"action","rarity":"common","slug":"action-3974"},{"skill_mod":{},"summary":"You cast petal storm .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3975","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3975","text":" Activate Cast a Spell; Frequency once per day; Effect You cast petal storm .","category":"action","rarity":"common","slug":"action-3975"},{"skill_mod":{},"summary":"You cast 6th-level petal storm .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3976","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3976","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm .","category":"action","rarity":"common","slug":"action-3976"},{"skill_mod":{},"summary":"You cast burning blossoms .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3977","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3977","text":" Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .","category":"action","rarity":"common","slug":"action-3977"},{"skill_mod":{},"summary":"You cast haunting hymn .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3978","weakness":{},"name":"Cast a Spell","id":"action-3978","text":" Activate Cast a Spell; Effect You cast haunting hymn .","category":"action","rarity":"common","slug":"action-3978"},{"skill_mod":{},"summary":"You cast agonizing despair .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3979","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3979","text":" Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair .","category":"action","rarity":"common","slug":"action-3979"},{"skill_mod":{},"summary":"You cast 4th-level agonizing despair .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3980","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3980","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level agonizing despair .","category":"action","rarity":"common","slug":"action-3980"},{"skill_mod":{},"summary":"You cast crushing despair .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3981","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3981","text":" Activate Cast a Spell; Frequency once per day; Effect You cast crushing despair .","category":"action","rarity":"common","slug":"action-3981"},{"skill_mod":{},"summary":"You cast 7th-level crushing despair .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3982","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3982","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair .","category":"action","rarity":"common","slug":"action-3982"},{"skill_mod":{},"summary":"You cast canticle of everlasting grief .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3983","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3983","text":" Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .","category":"action","rarity":"common","slug":"action-3983"},{"skill_mod":{},"summary":"You cast forbidding ward .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3984","weakness":{},"name":"Cast a Spell","id":"action-3984","text":" Activate Cast a Spell; Effect You cast forbidding ward .","category":"action","rarity":"common","slug":"action-3984"},{"skill_mod":{},"summary":"You cast mirror image .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3985","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3985","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror image .","category":"action","rarity":"common","slug":"action-3985"},{"skill_mod":{},"summary":"You cast mirror’s misfortune .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3986","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3986","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune .","category":"action","rarity":"common","slug":"action-3986"},{"skill_mod":{},"summary":"You cast mirror’s misfortune .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3987","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3987","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror’s misfortune .","category":"action","rarity":"common","slug":"action-3987"},{"skill_mod":{},"summary":"You cast mirror malefactors .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3988","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3988","text":" Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .","category":"action","rarity":"common","slug":"action-3988"},{"skill_mod":{},"summary":"You cast chill touch .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3989","weakness":{},"name":"Cast a Spell","id":"action-3989","text":" Activate Cast a Spell; Effect You cast chill touch .","category":"action","rarity":"common","slug":"action-3989"},{"skill_mod":{},"summary":"You cast invoke spirits .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3990","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3990","text":" Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits .","category":"action","rarity":"common","slug":"action-3990"},{"skill_mod":{},"summary":"You cast 7th-level invoke spirits .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3991","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3991","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level invoke spirits .","category":"action","rarity":"common","slug":"action-3991"},{"skill_mod":{},"summary":"You cast tempest of shades .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3992","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3992","text":" Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .","category":"action","rarity":"common","slug":"action-3992"},{"skill_mod":{},"summary":"You cast electric arc .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3993","weakness":{},"name":"Cast a Spell","id":"action-3993","text":" Activate Cast a Spell; Effect You cast electric arc .","category":"action","rarity":"common","slug":"action-3993"},{"skill_mod":{},"summary":"You cast lightning bolt .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3994","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3994","text":" Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt .","category":"action","rarity":"common","slug":"action-3994"},{"skill_mod":{},"summary":"You cast 4th-level lightning bolt .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3995","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3995","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level lightning bolt .","category":"action","rarity":"common","slug":"action-3995"},{"skill_mod":{},"summary":"You cast draw the lightning .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3996","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3996","text":" Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .","category":"action","rarity":"common","slug":"action-3996"},{"skill_mod":{},"summary":"You cast divine lance .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3997","weakness":{},"name":"Cast a Spell","id":"action-3997","text":" Activate Cast a Spell; Effect You cast divine lance .","category":"action","rarity":"common","slug":"action-3997"},{"skill_mod":{},"summary":"You cast divine wrath .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3998","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3998","text":" Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath .","category":"action","rarity":"common","slug":"action-3998"},{"skill_mod":{},"summary":"You cast 6th-level divine wrath. ","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3999","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-3999","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath. ","category":"action","rarity":"common","slug":"action-3999"},{"skill_mod":{},"summary":"You cast divine decree .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4000","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4000","text":" Activate Cast a Spell; Frequency once per day; Effect You cast divine decree .","category":"action","rarity":"common","slug":"action-4000"},{"skill_mod":{},"summary":"You cast 7th-level divine decree .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4001","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4001","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree .","category":"action","rarity":"common","slug":"action-4001"},{"skill_mod":{},"summary":"You cast summon deific herald .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4002","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4002","text":" Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .","category":"action","rarity":"common","slug":"action-4002"},{"skill_mod":{},"summary":"You cast stabilize .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4003","weakness":{},"name":"Cast a Spell","id":"action-4003","text":" Activate Cast a Spell; Effect You cast stabilize .","category":"action","rarity":"common","slug":"action-4003"},{"skill_mod":{},"summary":"You cast vital beacon .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4004","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4004","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon .","category":"action","rarity":"common","slug":"action-4004"},{"skill_mod":{},"summary":"You cast 5th-level vital beacon .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4005","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4005","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vital beacon .","category":"action","rarity":"common","slug":"action-4005"},{"skill_mod":{},"summary":"You cast healing well .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4006","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4006","text":" Activate Cast a Spell; Frequency once per day; Effect You cast healing well .","category":"action","rarity":"common","slug":"action-4006"},{"skill_mod":{},"summary":"You cast 6th-level healing well .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4007","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4007","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well .","category":"action","rarity":"common","slug":"action-4007"},{"skill_mod":{},"summary":"You cast field of life .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4008","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4008","text":" Activate Cast a Spell; Frequency once per day; Effect You cast field of life .","category":"action","rarity":"common","slug":"action-4008"},{"skill_mod":{},"summary":"You cast dancing lights .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4009","weakness":{},"name":"Cast a Spell","id":"action-4009","text":" Activate Cast a Spell; Effect You cast dancing lights .","category":"action","rarity":"common","slug":"action-4009"},{"skill_mod":{},"summary":"You cast hypnotic pattern .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4010","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4010","text":" Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern .","category":"action","rarity":"common","slug":"action-4010"},{"skill_mod":{},"summary":"You cast 6th-level hypnotic pattern .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4011","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4011","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern .","category":"action","rarity":"common","slug":"action-4011"},{"skill_mod":{},"summary":"You cast vibrant pattern .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4012","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4012","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern .","category":"action","rarity":"common","slug":"action-4012"},{"skill_mod":{},"summary":"You cast 8th-level vibrant pattern .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4013","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4013","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern .","category":"action","rarity":"common","slug":"action-4013"},{"skill_mod":{},"summary":"You cast scintillating pattern .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4014","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4014","text":" Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern .","category":"action","rarity":"common","slug":"action-4014"},{"skill_mod":{},"summary":"You cast ghost sound .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4015","weakness":{},"name":"Cast a Spell","id":"action-4015","text":" Activate Cast a Spell; Effect You cast ghost sound .","category":"action","rarity":"common","slug":"action-4015"},{"skill_mod":{},"summary":"You cast phantasmal treasure .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4016","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4016","text":" Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure .","category":"action","rarity":"common","slug":"action-4016"},{"skill_mod":{},"summary":"You cast phantasmal killer .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4017","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4017","text":" Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal killer .","category":"action","rarity":"common","slug":"action-4017"},{"skill_mod":{},"summary":"You cast 6th-level phantasmal killer .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4018","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4018","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer .","category":"action","rarity":"common","slug":"action-4018"},{"skill_mod":{},"summary":"You cast phantasmal calamity .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4019","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4019","text":" Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity .","category":"action","rarity":"common","slug":"action-4019"},{"skill_mod":{},"summary":"You cast light .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4020","weakness":{},"name":"Cast a Spell","id":"action-4020","text":" Activate Cast a Spell; Effect You cast light .","category":"action","rarity":"common","slug":"action-4020"},{"skill_mod":{},"summary":"You cast prismatic armor .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4021","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4021","text":" Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor .","category":"action","rarity":"common","slug":"action-4021"},{"skill_mod":{},"summary":"You cast prismatic armor. ","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4022","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4022","text":" Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor. ","category":"action","rarity":"common","slug":"action-4022"},{"skill_mod":{},"summary":"You cast prismatic wall .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4023","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4023","text":" Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall .","category":"action","rarity":"common","slug":"action-4023"},{"skill_mod":{},"summary":"You cast prismatic armor .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4024","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4024","text":" Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor .","category":"action","rarity":"common","slug":"action-4024"},{"skill_mod":{},"summary":"You cast prismatic sphere .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4025","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4025","text":" Activate Cast a Spell; Frequency once per day; Effect You cast prismatic sphere .","category":"action","rarity":"common","slug":"action-4025"},{"skill_mod":{},"summary":"You cast bullhorn .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4026","weakness":{},"name":"Cast a Spell","id":"action-4026","text":" Activate Cast a Spell; Effect You cast bullhorn .","category":"action","rarity":"common","slug":"action-4026"},{"skill_mod":{},"summary":"You cast biting words .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4027","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4027","text":" Activate Cast a Spell; Frequency once per day; Effect You cast biting words .","category":"action","rarity":"common","slug":"action-4027"},{"skill_mod":{},"summary":"You cast 2nd-level biting words .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4028","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4028","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words .","category":"action","rarity":"common","slug":"action-4028"},{"skill_mod":{},"summary":"You cast sound burst .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4029","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4029","text":" Activate Cast a Spell; Frequency once per day; Effect You cast sound burst .","category":"action","rarity":"common","slug":"action-4029"},{"skill_mod":{},"summary":"You cast 4th-level sound burst .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4030","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4030","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst .","category":"action","rarity":"common","slug":"action-4030"},{"skill_mod":{},"summary":"You cast painful vibrations .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4031","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4031","text":" Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .","category":"action","rarity":"common","slug":"action-4031"},{"skill_mod":{},"summary":"You cast ray of frost .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4032","weakness":{},"name":"Cast a Spell","id":"action-4032","text":" Activate Cast a Spell; Effect You cast ray of frost .","category":"action","rarity":"common","slug":"action-4032"},{"skill_mod":{},"summary":"You cast 3rd-level chilling spray .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4033","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4033","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray .","category":"action","rarity":"common","slug":"action-4033"},{"skill_mod":{},"summary":"You cast ice storm .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4034","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4034","text":" Activate Cast a Spell; Frequency once per day; Effect You cast ice storm .","category":"action","rarity":"common","slug":"action-4034"},{"skill_mod":{},"summary":"You cast cone of cold .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4035","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4035","text":" Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold .","category":"action","rarity":"common","slug":"action-4035"},{"skill_mod":{},"summary":"You cast chill touch .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4036","weakness":{},"name":"Cast a Spell","id":"action-4036","text":" Activate Cast a Spell; Effect You cast chill touch .","category":"action","rarity":"common","slug":"action-4036"},{"skill_mod":{},"summary":"You cast vampiric touch .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4037","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4037","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vampiric touch .","category":"action","rarity":"common","slug":"action-4037"},{"skill_mod":{},"summary":"You cast sanguine mist .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4038","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4038","text":" Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist .","category":"action","rarity":"common","slug":"action-4038"},{"skill_mod":{},"summary":"You cast 4th-level vampiric touch .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4039","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4039","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch .","category":"action","rarity":"common","slug":"action-4039"},{"skill_mod":{},"summary":"You cast 5th-level vampiric touch .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4040","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4040","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level vampiric touch .","category":"action","rarity":"common","slug":"action-4040"},{"skill_mod":{},"summary":"You cast vampiric exsanguination .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4041","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4041","text":" Activate Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination .","category":"action","rarity":"common","slug":"action-4041"},{"skill_mod":{},"summary":"You cast gouging claw .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4042","weakness":{},"name":"Cast a Spell","id":"action-4042","text":" Activate Cast a Spell; Effect You cast gouging claw .","category":"action","rarity":"common","slug":"action-4042"},{"skill_mod":{},"summary":"You cast dinosaur form .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4043","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4043","text":" Activate Cast a Spell; Frequency once per day; Effect You cast dinosaur form .","category":"action","rarity":"common","slug":"action-4043"},{"skill_mod":{},"summary":"You cast 5th-level dinosaur form .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4044","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4044","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level dinosaur form .","category":"action","rarity":"common","slug":"action-4044"},{"skill_mod":{},"summary":"You cast 7th-level dinosaur form .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4045","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4045","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level dinosaur form .","category":"action","rarity":"common","slug":"action-4045"},{"skill_mod":{},"summary":"You cast detect magic .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4046","weakness":{},"name":"Cast a Spell","id":"action-4046","text":" Activate Cast a Spell; Effect You cast detect magic .","category":"action","rarity":"common","slug":"action-4046"},{"skill_mod":{},"summary":"You cast web of eyes .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4047","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4047","text":" Activate Cast a Spell; Frequency once per day; Effect You cast web of eyes .","category":"action","rarity":"common","slug":"action-4047"},{"skill_mod":{},"summary":"You cast clairvoyance .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4048","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4048","text":" Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance .","category":"action","rarity":"common","slug":"action-4048"},{"skill_mod":{},"summary":"You cast clairvoyance .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4049","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4049","text":" Activate Cast a Spell; Frequency once per day; Effect You cast clairvoyance .","category":"action","rarity":"common","slug":"action-4049"},{"skill_mod":{},"summary":"You cast prying eye .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4050","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4050","text":" Activate Cast a Spell; Frequency once per day; Effect You cast prying eye .","category":"action","rarity":"common","slug":"action-4050"},{"skill_mod":{},"summary":"You cast shield .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4051","weakness":{},"name":"Cast a Spell","id":"action-4051","text":" Activate Cast a Spell; Effect You cast shield .","category":"action","rarity":"common","slug":"action-4051"},{"skill_mod":{},"summary":"You cast spiritual weapon .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4052","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4052","text":" Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon .","category":"action","rarity":"common","slug":"action-4052"},{"skill_mod":{},"summary":"You cast 5th-level spiritual weapon .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4053","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4053","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 5th-level spiritual weapon .","category":"action","rarity":"common","slug":"action-4053"},{"skill_mod":{},"summary":"You cast spiritual guardian .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4054","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4054","text":" Activate Cast a Spell; Frequency once per day; Effect You cast spiritual guardian .","category":"action","rarity":"common","slug":"action-4054"},{"skill_mod":{},"summary":"You cast gouging claw .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4055","weakness":{},"name":"Cast a Spell","id":"action-4055","text":" Activate Cast a Spell; Effect You cast gouging claw .","category":"action","rarity":"common","slug":"action-4055"},{"skill_mod":{},"summary":"You cast summon dragon .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4056","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4056","text":" Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon .","category":"action","rarity":"common","slug":"action-4056"},{"skill_mod":{},"summary":"You cast 7th-level summon dragon .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4057","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4057","text":" Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level summon dragon .","category":"action","rarity":"common","slug":"action-4057"},{"skill_mod":{},"summary":"You cast summon draconic legion .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4058","frequency":"once per day","weakness":{},"name":"Cast a Spell","id":"action-4058","text":" Activate Cast a Spell; Frequency once per day; Effect You cast summon draconic legion .","category":"action","rarity":"common","slug":"action-4058"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4059","weakness":{},"name":"Cast a Spell","id":"action-4059","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.","category":"action","rarity":"common","slug":"action-4059"},{"skill_mod":{},"summary":"Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4060","frequency":"once per 10 minutes","weakness":{},"name":"command","actions_number":2,"id":"action-4060","text":" Activate Single Action command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4060"},{"skill_mod":{},"summary":"You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4061","weakness":{},"name":"envision","actions_number":2,"id":"action-4061","text":" Activate Single Action envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4061"},{"skill_mod":{},"summary":"You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4062","weakness":{},"name":"command, envision, Interact","actions_number":6,"id":"action-4062","text":" Activate Three Actions command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-4062"},{"skill_mod":{},"summary":"An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You use Spellstrike with a non-cantrip spell and miss with the Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4063","frequency":"once per hour","weakness":{},"name":"envision","actions_number":0,"id":"action-4063","text":" Activate Free Action envision; Frequency once per hour; Trigger You use Spellstrike with a non-cantrip spell and miss with the Strike.; Effect An explosion of magical energy—stored up for the Spellstrike—explodes out. All creatures in a 5-foot emanation take 1d6 damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4063"},{"skill_mod":{},"summary":"You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4064","weakness":{},"name":"envision","actions_number":2,"id":"action-4064","text":" Activate Single Action envision; Effect You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff’s statistics don’t change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4064"},{"skill_mod":{},"summary":"Choose one of the represented deity’s alignments besides neutral. You expend 1 charge from the staff and deal 1d4 damage per damage die of the staff. …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You hit with a Strike using the staff","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4065","weakness":{},"name":"envision","actions_number":0,"id":"action-4065","text":" Activate Free Action envision; Trigger You hit with a Strike using the staff; Effect Choose one of the represented deity’s alignments besides neutral. You expend 1 charge from the staff and deal 1d4 damage per damage die of the staff. This damage is of the alignment type you chose.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4065"},{"skill_mod":{},"summary":"You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead , you can also cast protect companion on …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4066","weakness":{},"name":"Cast a Spell","id":"action-4066","text":" Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead , you can also cast protect companion on the resulting minion as a free action.","category":"action","rarity":"common","slug":"action-4066"},{"skill_mod":{},"summary":"You expend a number of charges from this instrument to cast a spell from its list.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4067","weakness":{},"name":"Cast a Spell","id":"action-4067","text":" Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.","category":"action","rarity":"common","slug":"action-4067"},{"skill_mod":{},"summary":"You change the instrument’s color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4068","weakness":{},"name":"envision","actions_number":2,"id":"action-4068","text":" Activate Single Action envision; Effect You change the instrument’s color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4068"},{"skill_mod":{},"summary":"You cast the wand’s spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4069","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4069","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand’s spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating.","category":"action","rarity":"common","slug":"action-4069"},{"skill_mod":{},"summary":"You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst ( …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4070","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4070","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. Chromatic Armor Burst Single Action (concentrate, evocation, light, magical); Requirements You’re affected by chromatic armor created by the wand of chromatic burst ; Effect Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand’s type. This action has the trait corresponding to the damage type you chose.","category":"action","rarity":"common","slug":"action-4070"},{"skill_mod":{},"summary":"You cast frigid flurry of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4071","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4071","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand’s type.","category":"action","rarity":"common","slug":"action-4071"},{"skill_mod":{},"summary":"You cast ray of enfeeblement . After you cast the spell, if the target is enfeebled , it releases a 10-foot emanation that doesn't include …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4072","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4072","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast ray of enfeeblement . After you cast the spell, if the target is enfeebled, it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled.","category":"action","rarity":"common","slug":"action-4072"},{"skill_mod":{},"summary":"You cast jump , but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation flat-footed until …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4073","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4073","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast jump , but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation flat-footed until the start of its next turn. In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute.","category":"action","rarity":"common","slug":"action-4073"},{"skill_mod":{},"summary":"You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4074","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4074","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast searing light of the indicated level, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled).","category":"action","rarity":"common","slug":"action-4074"},{"skill_mod":{},"summary":"You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4075","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4075","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated level, showing the target a potential death that’s gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell.","category":"action","rarity":"common","slug":"action-4075"},{"skill_mod":{},"summary":"You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4076","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4076","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast barkskin of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns.","category":"action","rarity":"common","slug":"action-4076"},{"skill_mod":{},"summary":"You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4077","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; This activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-4077","text":" Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there’s overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative.","category":"action","rarity":"common","slug":"action-4077"},{"skill_mod":{},"summary":"You Cast the Spell.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4078","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4078","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell.","category":"action","rarity":"common","slug":"action-4078"},{"skill_mod":{},"summary":"You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The last action you took this turn was to Cast a Spell from the wand","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4079","weakness":{},"name":"Interact (emotion, illusion, light, mental, visual)","id":"action-4079","text":" Activate Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated.","category":"action","rarity":"common","slug":"action-4079"},{"skill_mod":{},"summary":"You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4080","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4080","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated level, and can attempt to counteract one mental effect on the same target. Treat the soothe spell’s level as 1 higher for this counteract check.","category":"action","rarity":"common","slug":"action-4080"},{"skill_mod":{},"summary":"You Cast the Spell, and can choose to give it the nonlethal trait.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4081","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; the activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>;","id":"action-4081","text":" Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait.","category":"action","rarity":"common","slug":"action-4081"},{"skill_mod":{},"summary":"You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4082","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4082","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect.","category":"action","rarity":"common","slug":"action-4082"},{"skill_mod":{},"summary":"You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4083","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4083","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze , electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand’s type.","category":"action","rarity":"common","slug":"action-4083"},{"skill_mod":{},"summary":"You Cast a Spell determined by the wand’s type. The poison the spell delivers gains the virulent trait.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4084","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4084","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand’s type. The poison the spell delivers gains the virulent trait.","category":"action","rarity":"common","slug":"action-4084"},{"skill_mod":{},"summary":"You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4085","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; the activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-4085","text":" Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet.","category":"action","rarity":"common","slug":"action-4085"},{"skill_mod":{},"summary":"You cast chromatic ray of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4086","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4086","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets.","category":"action","rarity":"common","slug":"action-4086"},{"skill_mod":{},"summary":"You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4087","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4087","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast flaming sphere of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it).","category":"action","rarity":"common","slug":"action-4087"},{"skill_mod":{},"summary":"You cast mirror image . Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4088","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4088","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mirror image . Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage.","category":"action","rarity":"common","slug":"action-4088"},{"skill_mod":{},"summary":"You cast fleet step . For the duration of the spell, you’re also concealed while you Stride .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4089","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4089","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fleet step . For the duration of the spell, you’re also concealed while you Stride.","category":"action","rarity":"common","slug":"action-4089"},{"skill_mod":{},"summary":"You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4090","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4090","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life , and you can use the following action.","category":"action","rarity":"common","slug":"action-4090"},{"skill_mod":{},"summary":"You end false life and increase the creature’s frightened condition value to 2.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least 1 temporary Hit Point from false life ","source":["Treasure Vault"],"trigger":"You successfully impart the frightened 1 condition on a creature","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4091","weakness":{},"name":"envision","actions_number":0,"id":"action-4091","text":" Activate Free Action envision; Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false life ; Effect You end false life and increase the creature’s frightened condition value to 2.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4091"},{"skill_mod":{},"summary":"You cast disintegrate . If the spell reduces a living creature to fine powder, you animate that creature’s ashes into a sulfur zombie with the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4092","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4092","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast disintegrate . If the spell reduces a living creature to fine powder, you animate that creature’s ashes into a sulfur zombie with the same general appearance as the disintegrated creature. You control this sulfur zombie, which gains the minion and summoned traits. You can issue a verbal command to the sulfur zombie as a single action with the auditory and concentrate traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first.","category":"action","rarity":"common","slug":"action-4092"},{"skill_mod":{},"summary":"You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4093","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4093","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet’s palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature’s whim.","category":"action","rarity":"common","slug":"action-4093"},{"skill_mod":{},"summary":"You cast 4th-level sleep , but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4094","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4094","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast 4th-level sleep , but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 persistent mental damage. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the persistent mental damage or not), it’s frightened 1. If it awakens from damage on its own turn, the creature doesn’t reduce its frightened condition automatically on that turn.","category":"action","rarity":"common","slug":"action-4094"},{"skill_mod":{},"summary":"You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4095","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4095","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blade barrier of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn.","category":"action","rarity":"common","slug":"action-4095"},{"skill_mod":{},"summary":"You cast mind probe . The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4096","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4096","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mind probe . The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than it rolled. This means you learn the answer if the target’s Deception check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success.","category":"action","rarity":"common","slug":"action-4096"},{"skill_mod":{},"summary":"You cast uncontrollable dance . When the spell’s duration ends, if the target was forced to dance for 1 minute, it becomes fatigued .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4097","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell","id":"action-4097","text":" Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast uncontrollable dance . When the spell’s duration ends, if the target was forced to dance for 1 minute, it becomes fatigued.","category":"action","rarity":"common","slug":"action-4097"},{"skill_mod":{},"summary":"The rune casts a 3rd-level fear spell (DC 25).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4098","frequency":"once per day","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4098","text":" Activate Two Actions command, interact; Frequency once per day; Effect The rune casts a 3rd-level fear spell (DC 25).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4098"},{"skill_mod":{},"summary":"The container casts purify food and drink on all the food and drink within.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4099","frequency":"once per day","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4099","text":" Activate Two Actions command, interact; Frequency once per day; Effect The container casts purify food and drink on all the food and drink within.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4099"},{"skill_mod":{},"summary":"You extend the effect of your rune out to a 20-foot emanation . The emanation remains for 8 hours, affecting up to 10 creatures of your choice …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4100","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4100","text":" Activate Two Actions command, envision; Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4100"},{"skill_mod":{},"summary":"You pull one additional batch of infused reagents from the satchel’s secondary compartment. If you fail to use these reagents by the end of your next …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You gain batches of infused reagents during your daily preparations","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4101","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-4101","text":" Activate Single Action command; Frequency once per day; Requirements You gain batches of infused reagents during your daily preparations; Effect You pull one additional batch of infused reagents from the satchel’s secondary compartment. If you fail to use these reagents by the end of your next turn, they’re lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4101"},{"skill_mod":{},"summary":"You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4102","frequency":"once per hour","weakness":{},"name":"1 minute (Interact)","id":"action-4102","text":" Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.","category":"action","rarity":"common","slug":"action-4102"},{"skill_mod":{},"summary":"You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4103","weakness":{},"name":"Interact","actions_number":2,"id":"action-4103","text":" Activate Single Action Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4103"},{"skill_mod":{},"summary":"You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4104","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4104","text":" Activate Two Actions envision, Interact; Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan’s tools for that trade.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4104"},{"skill_mod":{},"summary":"One charge in the baldric expires, and you gain its benefit, according to its type.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The baldric has a charge","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4105","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4105","text":" Activate Two Actions command, envision; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4105"},{"skill_mod":{},"summary":"The folds of the cloak attempt to divert the attack and catch the weapon in the cloak’s gears. Make an Athletics check to Disarm the attacking …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You’re struck by a melee attack with a held weapon","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4106","frequency":"once per day","weakness":{},"name":"Interact","actions_number":1,"id":"action-4106","text":" Activate Reaction Interact; Frequency once per day; Trigger You’re struck by a melee attack with a held weapon; Effect The folds of the cloak attempt to divert the attack and catch the weapon in the cloak’s gears. Make an Athletics check to Disarm the attacking creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4106"},{"skill_mod":{},"summary":"You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don’t …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4107","weakness":{},"name":"Interact","actions_number":4,"id":"action-4107","text":" Activate Two Actions Interact; Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don’t need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4107"},{"skill_mod":{},"summary":"You and each ally in a 5-foot emanation reduce your frightened values by 1.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4108","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-4108","text":" Activate Single Action command; Frequency once per day; Effect You and each ally in a 5-foot emanation reduce your frightened values by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4108"},{"skill_mod":{},"summary":"You dig the crampons into the spot where you’re standing, offering additional support until the next time you move. You gain a +2 circumstance bonus …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re standing on an earthen, icy, or wooden surface","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4109","weakness":{},"name":"Interact","actions_number":2,"id":"action-4109","text":" Activate Single Action Interact; Requirements You’re standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you’re standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4109"},{"skill_mod":{},"summary":"All weapons attuned to the bandolier, not including any weapons you’re currently wielding, return to the bandolier.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4110","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4110","text":" Activate Two Actions envision, Interact; Effect All weapons attuned to the bandolier, not including any weapons you’re currently wielding, return to the bandolier.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4110"},{"skill_mod":{},"summary":"You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4111","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4111","text":" Activate Two Actions command, envision; Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4111"},{"skill_mod":{},"summary":"You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"A creature within 60 feet targets you with a visual effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4112","weakness":{},"name":"Interact","actions_number":1,"id":"action-4112","text":" Activate Reaction Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4112"},{"skill_mod":{},"summary":"The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4113","frequency":"once per hour","weakness":{},"name":"envision","actions_number":2,"id":"action-4113","text":" Activate Single Action envision; Frequency once per hour; Effect The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on Perception checks you make to use Sense Motive against that creature. This benefit lasts until you Activate the item again in this way. If you’re an investigator, you can use this activation as part of the action you take to Devise a Stratagem or Pursue a Lead, and you can do the latter even though you can’t see the creature. You must choose the same creature you chose for Devise a Stratagem or Pursue a Lead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4113"},{"skill_mod":{},"summary":"You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4114","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-4114","text":" Activate Single Action command; Frequency once per hour; Effect You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4114"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4115","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4115","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4115"},{"skill_mod":{},"summary":"You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level phantom crowd spell (DC 28); each of the 10‑foot …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4116","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4116","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level phantom crowd spell (DC 28); each of the 10‑foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4116"},{"skill_mod":{},"summary":"You’re quickened on your next turn. You can use the extra action only as part of Casting a bloodline spell.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re benefiting from your blood magic effect","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4117","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-4117","text":" Activate Single Action command; Frequency once per day; Requirements You’re benefiting from your blood magic effect; Effect You’re quickened on your next turn. You can use the extra action only as part of Casting a bloodline spell.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4117"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4118","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4118","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4118"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4119","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4119","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4119"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4120","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4120","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4120"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4121","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4121","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4121"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4122","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4122","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4122"},{"skill_mod":{},"summary":"The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4123","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-4123","text":" Activate Reaction envision; Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4123"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4124","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4124","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4124"},{"skill_mod":{},"summary":"While meditating, you searched your feelings for a portent of the future. You’re affected by an augury spell.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have just Refocused by meditating","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4125","frequency":"once per hour","weakness":{},"name":"envision","actions_number":0,"id":"action-4125","text":" Activate Free Action envision; Frequency once per hour; Requirements You have just Refocused by meditating; Effect While meditating, you searched your feelings for a portent of the future. You’re affected by an augury spell.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4125"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4126","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4126","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4126"},{"skill_mod":{},"summary":"The mask contorts and inhales, sucking breath from your target’s lungs. The target falls unconscious but doesn’t fall prone or drop what it’s …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"Your unarmed Strike hits a creature that breathes","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4127","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-4127","text":" Activate Reaction command; Frequency once per day; Trigger Your unarmed Strike hits a creature that breathes; Effect The mask contorts and inhales, sucking breath from your target’s lungs. The target falls unconscious but doesn’t fall prone or drop what it’s holding. It wakes up at the end of your turn if it hasn’t been woken up already.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4127"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4128","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4128","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4128"},{"skill_mod":{},"summary":"The ring transports you and any items you’re wearing and holding from your current space to an unoccupied space you can see within a range equal to …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4129","frequency":"once per day","weakness":{},"name":"command","actions_number":0,"id":"action-4129","text":" Activate Free Action command; Frequency once per day; Effect The ring transports you and any items you’re wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the activation fails and is used.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4129"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to use a psychic amp . If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4130","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4130","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4130"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4131","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4131","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4131"},{"skill_mod":{},"summary":"You regain 3d8 Hit Points. This amount increases to 5d8 if your curse is at its moderate stage or 7d8 if it’s at its major stage. If you have …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your oracular curse is at its minor stage or higher","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4132","frequency":"once per day","weakness":{},"name":"command (healing, necromancy, positive)","actions_number":2,"id":"action-4132","text":" Activate Single Action command (healing, necromancy, positive) Frequency once per day; Requirements Your oracular curse is at its minor stage or higher; Effect You regain 3d8 Hit Points. This amount increases to 5d8 if your curse is at its moderate stage or 7d8 if it’s at its major stage. If you have negative healing, this activation has the negative trait and not the healing and positive traits.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4132"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4133","frequency":"once per day","weakness":{},"name":"envision","actions_number":0,"id":"action-4133","text":" Activate Free Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level barkskin spell on you. If not used by the end of your turn, this Focus Point is lost.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4133"},{"skill_mod":{},"summary":"You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn’t trigger reactions. When you stop, if you’ve moved …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4134","frequency":"once per day","weakness":{},"name":"command, envision, Interact","actions_number":4,"id":"action-4134","text":" Activate Two Actions command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn’t trigger reactions. When you stop, if you’ve moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4134"},{"skill_mod":{},"summary":"You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20‑foot radius. The candle doesn’t require oxygen and can’t …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4135","weakness":{},"name":"Interact","actions_number":2,"id":"action-4135","text":" Activate Single Action Interact; Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20‑foot radius. The candle doesn’t require oxygen and can’t be smothered or quenched. Activating the candlecap again douses the light.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4135"},{"skill_mod":{},"summary":"Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4136","frequency":"once per hour","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4136","text":" Activate Two Actions command, interact; Frequency once per hour; Effect Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4136"},{"skill_mod":{},"summary":"You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast shield other targeting the ally. The link …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4137","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4137","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4137"},{"skill_mod":{},"summary":"The crown casts its spell at 2nd level (DC 20).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4138","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-4138","text":" Activate Two Actions envision; Frequency once per day; Effect The crown casts its spell at 2nd level (DC 20).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4138"},{"skill_mod":{},"summary":"You remove your headband, which teleports you to a space adjacent to the other Invested wearer’s location, provided you are within 1 mile of each …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4139","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-4139","text":" Activate Single Action Interact; Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer’s location, provided you are within 1 mile of each other.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4139"},{"skill_mod":{},"summary":"You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4140","frequency":"once per day","weakness":{},"name":"command, envision, Interact","actions_number":6,"id":"action-4140","text":" Activate Three Actions command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-4140"},{"skill_mod":{},"summary":"You Rage , gaining 10 additional temporary Hit Points .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You roll initiative","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4141","weakness":{},"name":"envision","actions_number":0,"id":"action-4141","text":" Activate Free Action envision; Trigger You roll initiative; Effect You Rage, gaining 10 additional temporary Hit Points.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4141"},{"skill_mod":{},"summary":"You Rage and draw upon your instinct to gain a boon, as follows. Animal: Your bestial instincts take over, granting you greater ferocity. You can …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The crown’s instinct matches your barbarian instinct","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4142","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4142","text":" Activate Two Actions command, envision; Requirements The crown’s instinct matches your barbarian instinct; Effect You Rage and draw upon your instinct to gain a boon, as follows. Animal: Your bestial instincts take over, granting you greater ferocity. You can Stride as part of the activation, and you gain 10 additional temporary Hit Points. Until the end of your rage, you deal 3 additional damage with your animal’s unarmed attacks, and those unarmed attacks gain the deadly d8 trait. Dragon: The might of dragons surrounds you in the form of dancing flames, whirling ice, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 damage each time they do. The damage type is that of your dragon’s breath weapon. Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become quickened until the end of your rage. You can use your extra action only to Stride or Strike. Giant: If you have the space to do so and aren’t already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you Stride along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends. Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks. Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a fortune effect. Also, your raging resistance applies to all magic traditions while you rage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4142"},{"skill_mod":{},"summary":"One charge in the helm’s jewel expires, and you choose one of the following effects. Charge! Stride twice. Move It! You gain a +2 status …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The helm’s jewel is charged","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4143","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-4143","text":" Activate Single Action command; Frequency once per hour; Requirements The helm’s jewel is charged; Effect One charge in the helm’s jewel expires, and you choose one of the following effects. Charge! Stride twice. Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until the end of this turn. Protect! If you’re wielding a shield, Stride to a space adjacent to an ally, then Raise your Shield. Re-Arm! Interact up to three times. Each of these actions must be used to do something on Table 6–2: Changing Equipment. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-4143"},{"skill_mod":{},"summary":"You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4144","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4144","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm’s weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can’t be sold.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4144"},{"skill_mod":{},"summary":"You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4145","frequency":"once per hour","weakness":{},"name":"Interact","actions_number":2,"id":"action-4145","text":" Activate Single Action Interact; Frequency once per hour; Effect You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant’s effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4145"},{"skill_mod":{},"summary":"You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You would miss with an attack made with a bow","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4146","frequency":"once per day","weakness":{},"name":"command","actions_number":1,"id":"action-4146","text":" Activate Reaction command; Frequency once per day; Trigger You would miss with an attack made with a bow; Effect You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4146"},{"skill_mod":{},"summary":"You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"a swarm creature is within your reach","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4147","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4147","text":" Activate Two Actions envision, Interact; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4147"},{"skill_mod":{},"summary":"You ignore concealment caused by fog , smoke , and other obscuring vapors for 1 minute.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4148","frequency":"once per day","weakness":{},"name":"Interact","actions_number":2,"id":"action-4148","text":" Activate Single Action Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4148"},{"skill_mod":{},"summary":"You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4149","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-4149","text":" Activate Single Action envision; Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer’s Deception DCs to Impersonate each other. On a failure, they don’t realize the swap occurred.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4149"},{"skill_mod":{},"summary":"Roll twice to determine the number of Hit Points you restore and take the higher result.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You are about to roll a variable number of Hit Points you restore from an action with the healing trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4150","frequency":"once per day","weakness":{},"name":"envision (fortune)","actions_number":2,"id":"action-4150","text":" Activate Single Action envision (fortune) Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4150"},{"skill_mod":{},"summary":"Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4151","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-4151","text":" Activate Single Action envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can’t be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn’t prevent plants from providing cover to creatures or blocking line of effect. It also doesn’t allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4151"},{"skill_mod":{},"summary":"Calmly swigging a drink on the battlefield turns your foe’s attempt to frighten you against them. The fear effect is counteracted for all targets, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You are targeted or included in the area of a fear effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4152","weakness":{},"name":"Interact","actions_number":1,"id":"action-4152","text":" Activate Reaction Interact; Trigger You are targeted or included in the area of a fear effect; Effect Calmly swigging a drink on the battlefield turns your foe’s attempt to frighten you against them. The fear effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4152"},{"skill_mod":{},"summary":"You drink from the tankard, ending the controlled , grabbed , immobilized , paralyzed , restrained , and slowed conditions on yourself and …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4153","frequency":"once per hour","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4153","text":" Activate Two Actions envision, Interact; Frequency once per hour; Effect You drink from the tankard, ending the controlled, grabbed, immobilized, paralyzed, restrained, and slowed conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. Any effect causing these conditions ends, and if the source of the effect is an item, that item can’t produce the effect for 1 week, provided it is of a level lower than the tankard’s. If a target needs to Escape an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as paralyzed).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4153"},{"skill_mod":{},"summary":"You enhance yourself with a shard of Cayden’s divine fortune and cast indestructibility .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4154","frequency":"once per day","weakness":{},"name":"envision, Interact","actions_number":4,"id":"action-4154","text":" Activate Two Actions envision, Interact; Frequency once per day; Effect You enhance yourself with a shard of Cayden’s divine fortune and cast indestructibility .","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4154"},{"skill_mod":{},"summary":"You switch the Coldstar Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4155","weakness":{},"name":"Interact","actions_number":2,"id":"action-4155","text":" Activate Single Action Interact; Effect You switch the Coldstar Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4155"},{"skill_mod":{},"summary":"Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4156","frequency":"once per round","weakness":{},"name":"Interact","actions_number":2,"id":"action-4156","text":" Activate Single Action Interact; Frequency once per round; Effect Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4156"},{"skill_mod":{},"summary":"For the triggering Strike, Ghosthand’s Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt a ranged Strike with Ghosthand’s Comet ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4157","weakness":{},"name":"envision","actions_number":0,"id":"action-4157","text":" Activate Free Action envision; Trigger You attempt a ranged Strike with Ghosthand’s Comet ; Effect For the triggering Strike, Ghosthand’s Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4157"},{"skill_mod":{},"summary":"On your next attempt at a ranged Strike with Ghosthand’s Comet , the shot phases through any material or magical obstacle, such as a wall of force, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4158","weakness":{},"name":"envision","actions_number":2,"id":"action-4158","text":" Activate Single Action envision; Effect On your next attempt at a ranged Strike with Ghosthand’s Comet , the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4158"},{"skill_mod":{},"summary":"If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4159","frequency":"once per minute","weakness":{},"name":"envision","actions_number":0,"id":"action-4159","text":" Activate Free Action envision; Frequency once per minute; Effect If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune effect.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4159"},{"skill_mod":{},"summary":"You cast avatar , gaining the abilities for Irori .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4160","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4160","text":" Activate Two Actions command, envision; Frequency once per day; Effect You cast avatar , gaining the abilities for Irori.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4160"},{"skill_mod":{},"summary":"You angle the shield to refract light. Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in an area of bright or dim light ","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4161","weakness":{},"name":"Interact","actions_number":2,"id":"action-4161","text":" Activate Single Action Interact; Requirements You’re in an area of bright or dim light; Effect You angle the shield to refract light. Until the start of your next turn, you gain a +4 item bonus to Stealth checks to Hide and Sneak and can do so while observed. This bonus ends if you Activate another ability or use the Shield Block reaction.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4161"},{"skill_mod":{},"summary":"You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in an area of bright light","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4162","weakness":{},"name":"Interact","actions_number":2,"id":"action-4162","text":" Activate Single Action Interact; Requirements You’re in an area of bright light; Effect You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save. Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded for 2d4 hours.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4162"},{"skill_mod":{},"summary":"You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You use Shield Block and prevent yourself from taking energy damage from a line , ray, or a direct attack, including a magic missile spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4163","weakness":{},"name":"Interact","actions_number":0,"id":"action-4163","text":" Activate Free Action Interact; Trigger You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a magic missile spell; Effect You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4163"},{"skill_mod":{},"summary":"Reroll the triggering roll and take the higher result. This is a fortune effect.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You make an attack roll, skill check, or saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4164","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-4164","text":" Activate Reaction envision; Frequency once per day; Trigger You make an attack roll, skill check, or saving throw; Effect Reroll the triggering roll and take the higher result. This is a fortune effect.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4164"},{"skill_mod":{},"summary":"The cloak casts sleep at 4th level (DC 42).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4165","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-4165","text":" Activate Two Actions command, Interact; Frequency once per day; Effect The cloak casts sleep at 4th level (DC 42).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4165"},{"skill_mod":{},"summary":"The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that’s safe for you.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4166","frequency":"once per week","weakness":{},"name":"envision","actions_number":6,"id":"action-4166","text":" Activate Three Actions envision; Frequency once per week; Effect The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that’s safe for you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-4166"},{"skill_mod":{},"summary":"You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You Strike with the Whisperer of Souls ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4167","weakness":{},"name":"envision","actions_number":0,"id":"action-4167","text":" Activate Free Action envision; Trigger You Strike with the Whisperer of Souls ; Effect You choose whether the Strike deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4167"},{"skill_mod":{},"summary":"You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt an Occultism check to Decipher Writing , Identify Magic , Learn a Spell , or Recall Knowledge ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4168","weakness":{},"name":"envision","actions_number":0,"id":"action-4168","text":" Activate Free Action envision; Trigger You attempt an Occultism check to Decipher Writing, Identify Magic, Learn a Spell, or Recall Knowledge; Effect You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4168"},{"skill_mod":{},"summary":"Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4169","frequency":"once per week","weakness":{},"name":"command, envision, Interact","actions_number":6,"id":"action-4169","text":" Activate Three Actions command, envision, Interact; Frequency once per week; Effect Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. Success When you return, you can retrain one of your skills into a Lore skill about evil creatures or places, as if you had spent 1 week retraining. Failure As success, but you are stupefied 2 for 1 week. Critical Failure As success, but your alignment moves one step toward evil and you must retrain one of your skills into a Lore about evil creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-4169"},{"skill_mod":{},"summary":"You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4170","frequency":"once per day","weakness":{},"name":"envision (fire)","actions_number":2,"id":"action-4170","text":" Activate Single Action envision (fire) Frequency once per day; Effect You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage. You can Dismiss the activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4170"},{"skill_mod":{},"summary":"You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4171","frequency":"once per hour","weakness":{},"name":"<%ACTION.TYPES#2%%> envision; or <%ACTION.TYPES#3%%> command, envision (teleportation)","id":"action-4171","text":" Activate Single Action envision; or Two Actions command, envision (teleportation) Frequency once per hour; Effect You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet.","category":"action","rarity":"common","slug":"action-4171"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4172","frequency":"once per day","weakness":{},"name":"envision","actions_number":2,"id":"action-4172","text":" Activate Single Action envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don’t spend this Focus Point by the end of this turn, it’s lost. However, when you use this activation, the corruption cassock can instead cast a domain spell of the same level from its deity. It does so only to confuse and dismay you, harming your faith.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4172"},{"skill_mod":{},"summary":"The armor wraps around you, allowing you to don it by the time the activation finishes.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4173","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-4173","text":" Activate Single Action command, Interact; Effect The armor wraps around you, allowing you to don it by the time the activation finishes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4173"},{"skill_mod":{},"summary":"You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4174","weakness":{},"name":"Interact","actions_number":2,"id":"action-4174","text":" Activate Single Action Interact; Effect You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and immediately vomit the potion directly onto yourself, taking damage as though you had failed a save against a standard dragon’s breath potion . If you succeed at your Fortitude save, you become sickened 1 but otherwise are able to unleash a breath weapon as normal for a dragon’s breath potion of the appropriate type.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4174"},{"skill_mod":{},"summary":"Like glasses of sociability , with the same limitations, you stare at another creature. If you’ve met and exchanged names, you expect to instantly …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4175","weakness":{},"name":"envision","actions_number":2,"id":"action-4175","text":" Activate Single Action envision; Effect Like glasses of sociability , with the same limitations, you stare at another creature. If you’ve met and exchanged names, you expect to instantly remember the target’s name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn’t prevent you from realizing the creature’s real name after you’ve been corrected. Once you use this activation, the glasses fuse to you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4175"},{"skill_mod":{},"summary":"Like a hat of disguise , the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4176","frequency":"once per day","weakness":{},"name":"1 minute (Interact)","id":"action-4176","text":" Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise , the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell.","category":"action","rarity":"common","slug":"action-4176"},{"skill_mod":{},"summary":"You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4177","weakness":{},"name":"command","actions_number":2,"id":"action-4177","text":" Activate Single Action command; Effect You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4177"},{"skill_mod":{},"summary":"The bleachguard doll casts one of its available cantrips or spells.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4178","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4178","text":" Activate Two Actions command, interact; Effect The bleachguard doll casts one of its available cantrips or spells.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4178"},{"skill_mod":{},"summary":"The bleachguard doll animates per summon construct as a soulbound doll , retaining pertinent item statistics, cantrips, and its spell instead …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4179","frequency":"once per day","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4179","text":" Activate Two Actions command, interact; Frequency once per day; Effect The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can Cast a Spell only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4179"},{"skill_mod":{},"summary":"The beads cast 4th-level light .","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4180","weakness":{},"name":"Cast a Spell","id":"action-4180","text":" Activate Cast a Spell; Effect The beads cast 4th-level light .","category":"action","rarity":"common","slug":"action-4180"},{"skill_mod":{},"summary":"The armor casts 4th-level safe passage , with the protected area beginning from your square and extending to a place of relative safety.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4181","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4181","text":" Activate Two Actions command, envision; Frequency once per day; Effect The armor casts 4th-level safe passage , with the protected area beginning from your square and extending to a place of relative safety.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4181"},{"skill_mod":{},"summary":"The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You Cast a spell with the fire trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4182","frequency":"once per hour","weakness":{},"name":"command","actions_number":1,"id":"action-4182","text":" Activate Reaction command; Frequency once per hour; Trigger You Cast a spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw).","category":"action","actions":"Reaction","rarity":"common","slug":"action-4182"},{"skill_mod":{},"summary":"The tome casts fireball at 5th level to your specifications.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4183","frequency":"once per day","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4183","text":" Activate Two Actions command, interact; Frequency once per day; Effect The tome casts fireball at 5th level to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4183"},{"skill_mod":{},"summary":"The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4184","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4184","text":" Activate Two Actions command, envision; Frequency once per day; Effect The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4184"},{"skill_mod":{},"summary":"The wayfinder casts know direction on you.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4185","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4185","text":" Activate Two Actions command, envision; Effect The wayfinder casts know direction on you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4185"},{"skill_mod":{},"summary":"The wayfinder casts wanderer’s guide on you.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4186","frequency":"once per day","weakness":{},"name":"1 minute (command, envision, Interact)","id":"action-4186","text":" Activate 1 minute (command, envision, Interact); Frequency once per day; Effect The wayfinder casts wanderer’s guide on you.","category":"action","rarity":"common","slug":"action-4186"},{"skill_mod":{},"summary":"The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4187","weakness":{},"name":"command","actions_number":2,"id":"action-4187","text":" Activate Single Action command; Effect The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn’t function as an instrument or provide magic other than this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4187"},{"skill_mod":{},"summary":"You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4188","frequency":"once per day","weakness":{},"name":"command","actions_number":0,"id":"action-4188","text":" Activate Free Action command; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4188"},{"skill_mod":{},"summary":"The cloak casts 2nd-level illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4189","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4189","text":" Activate Two Actions command, envision; Effect The cloak casts 2nd-level illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4189"},{"skill_mod":{},"summary":"The cloak assesses the price of valuables it can see. This valuation doesn’t include the value of features the cloak can’t discern, such as magical …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4190","weakness":{},"name":"command","actions_number":2,"id":"action-4190","text":" Activate Single Action command; Effect The cloak assesses the price of valuables it can see. This valuation doesn’t include the value of features the cloak can’t discern, such as magical properties.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4190"},{"skill_mod":{},"summary":"The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4191","frequency":"once per day","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-4191","text":" Activate Two Actions command, Interact; Frequency once per day; Effect The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4191"},{"skill_mod":{},"summary":"The blossom casts soothing blossoms to your specifications.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4192","frequency":"once per hour","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4192","text":" Activate Two Actions command, envision; Frequency once per hour; Effect The blossom casts soothing blossoms to your specifications.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4192"},{"skill_mod":{},"summary":"The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4193","frequency":"once per minute","weakness":{},"name":"command","actions_number":2,"id":"action-4193","text":" Activate Single Action command; Frequency once per minute; Effect The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become concealed, and creatures outside the cloud become concealed to creatures within it. When you or an ally succeeds with a Strike against a creature in the blossoms, the Strike deals an additional 1d6 mental damage and an additional 1d6 negative damage to living creatures, or an additional 1d6 positive damage to undead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4193"},{"skill_mod":{},"summary":"The armbands taunt a creature you’re competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You succeed or critically succeed at an Athletics check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4194","frequency":"once per minute","weakness":{},"name":"command","actions_number":1,"id":"action-4194","text":" Activate Reaction command; Frequency once per minute; Trigger You succeed or critically succeed at an Athletics check; Effect The armbands taunt a creature you’re competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4194"},{"skill_mod":{},"summary":"You create a vision (envision) of a token you could have crafted or make a short performance (command) to inspire an ally within 60 feet. This …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4195","weakness":{},"name":"varies","actions_number":2,"id":"action-4195","text":" Activate Single Action varies; Effect You create a vision (envision) of a token you could have crafted or make a short performance (command) to inspire an ally within 60 feet. This otherwise works as the inspire competence cantrip.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4195"},{"skill_mod":{},"summary":"You speak at length about or demonstrate your craft, or you enact a performance. The relic casts enthrall at a level equal to half its own. If …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4196","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4196","text":" Activate Two Actions command, envision; Frequency once per day; Effect You speak at length about or demonstrate your craft, or you enact a performance. The relic casts enthrall at a level equal to half its own. If you have legendary proficiency in Crafting or Performance, creatures can’t critically succeed on their saves against this spell. You can use Sustain an Activation to sustain the effect as you would the spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4196"},{"skill_mod":{},"summary":"The relic tries to neutralize the triggering effect with its own emotion, attempting a counteract check. If the check succeeds, you feel a sudden …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You would be adversely affected by an emotion effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4197","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-4197","text":" Activate Reaction envision; Frequency once per hour; Trigger You would be adversely affected by an emotion effect; Effect The relic tries to neutralize the triggering effect with its own emotion, attempting a counteract check. If the check succeeds, you feel a sudden rush of the relic’s emotion and the counteracted effect doesn’t take hold of you.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4197"},{"skill_mod":{},"summary":"A surge of emotion emanates from your relic, granting a +1 status bonus to skill checks determined by the relic’s emotion. This bonus lasts for 1 …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4198","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-4198","text":" Activate Single Action command; Frequency once per hour; Effect A surge of emotion emanates from your relic, granting a +1 status bonus to skill checks determined by the relic’s emotion. This bonus lasts for 1 minute. Anger Athletics checks Awe Performance checks Dedication Checks to Recall Knowledge Fear Stealth checks Hatred Intimidation checks Joy Diplomacy checks Love Medicine checks Misery Survival checks Pride Society checks Remorse Deception checks","category":"action","actions":"Single Action","rarity":"common","slug":"action-4198"},{"skill_mod":{},"summary":"You gain the emotional fervor benefits for your relic’s emotional state for the next 3 rounds, but ignore the spell associated with the fervor. The …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4199","frequency":"once per hour","weakness":{},"name":"command","actions_number":2,"id":"action-4199","text":" Activate Single Action command; Frequency once per hour; Effect You gain the emotional fervor benefits for your relic’s emotional state for the next 3 rounds, but ignore the spell associated with the fervor. The feeling wears off quickly, so you experience no emotional fallout.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4199"},{"skill_mod":{},"summary":"You channel your relic’s emotion at a target within 30 feet, overpowering an emotion effect on that creature. The relic attempts a counteract …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4200","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-4200","text":" Activate Two Actions command, Interact; Effect You channel your relic’s emotion at a target within 30 feet, overpowering an emotion effect on that creature. The relic attempts a counteract check. If the check succeeds, the target feels a sudden rush of the relic’s emotion, and the counteracted effect ends on the target. The target is temporarily immune to your relic’s emotion conduit until you make your next daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4200"},{"skill_mod":{},"summary":"The relic Casts the Spell associated with its emotional fervor at the spell’s lowest level.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4201","weakness":{},"name":"command, Interact","actions_number":2,"id":"action-4201","text":" Activate Single Action command, Interact; Effect The relic Casts the Spell associated with its emotional fervor at the spell’s lowest level.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4201"},{"skill_mod":{},"summary":"The relic attempts a counteract check. If the check succeeds, the relic absorbs the effect completely, negating it. Instead, you’re quickened for …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You are the target of an emotion effect from a hostile source","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4202","weakness":{},"name":"envision","actions_number":1,"id":"action-4202","text":" Activate Reaction envision; Trigger You are the target of an emotion effect from a hostile source; Effect The relic attempts a counteract check. If the check succeeds, the relic absorbs the effect completely, negating it. Instead, you’re quickened for up to 1 minute, but no longer than the triggering effect’s duration. You then become temporarily immune to this effect for 1 hour.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4202"},{"skill_mod":{},"summary":"You treat your proficiency bonus as equal to half your level, or if the relic is 7th level or higher, as equal to your level. Then, roll twice, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt a d20 roll you’re untrained in","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4203","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-4203","text":" Activate Reaction envision; Frequency once per day; Trigger You attempt a d20 roll you’re untrained in; Effect You treat your proficiency bonus as equal to half your level, or if the relic is 7th level or higher, as equal to your level. Then, roll twice, taking the better of the two results. This doesn’t allow you to use a skill’s trained actions.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4203"},{"skill_mod":{},"summary":"You swap rolls with another target who’s willing to swap with you. Each of you determines the new results with your new rolls.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You roll a failure or critical failure on a saving throw against an effect with multiple targets","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4204","frequency":"once per hour","weakness":{},"name":"envision","actions_number":1,"id":"action-4204","text":" Activate Reaction envision; Frequency once per hour; Trigger You roll a failure or critical failure on a saving throw against an effect with multiple targets; Effect You swap rolls with another target who’s willing to swap with you. Each of you determines the new results with your new rolls.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4204"},{"skill_mod":{},"summary":"Your relic sends out a wave of bad luck, forcing the creature to reroll and take the worse result.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"An enemy within 30 feet rolls a success on an attack roll, saving throw, or skill check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4205","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-4205","text":" Activate Reaction envision; Frequency once per day; Trigger An enemy within 30 feet rolls a success on an attack roll, saving throw, or skill check; Effect Your relic sends out a wave of bad luck, forcing the creature to reroll and take the worse result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4205"},{"skill_mod":{},"summary":"Negate the misfortune effect. Any other fortune effect still applies.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt a d20 roll affected by a misfortune effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4206","frequency":"once per 10 minutes","weakness":{},"name":"envision","actions_number":1,"id":"action-4206","text":" Activate Reaction envision; Frequency once per 10 minutes; Trigger You attempt a d20 roll affected by a misfortune effect; Effect Negate the misfortune effect. Any other fortune effect still applies.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4206"},{"skill_mod":{},"summary":"You steal the higher of the two numbers the triggering target rolled; the target must use the other result. Until you make your next daily …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You or a creature within 30 feet of you rolls two d20s for a fortune or misfortune effect and you like the higher roll","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4207","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-4207","text":" Activate Reaction envision; Frequency once per day; Trigger You or a creature within 30 feet of you rolls two d20s for a fortune or misfortune effect and you like the higher roll; Effect You steal the higher of the two numbers the triggering target rolled; the target must use the other result. Until you make your next daily preparations, you can substitute that number for one d20 roll made for a saving throw or skill check you have to make against an effect created by an enemy, hazard, or the environment. Doing so is a fortune effect. If you fail to do so before your next daily preparations, you lose the stored number.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4207"},{"skill_mod":{},"summary":"You roll twice and take the better result.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"trigger":"You attempt a skill check with a DC that is at least 15 higher than your bonus in the skill","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4208","frequency":"once per 10 minutes","weakness":{},"name":"envision","actions_number":1,"id":"action-4208","text":" Activate Reaction envision; Frequency once per 10 minutes; Trigger You attempt a skill check with a DC that is at least 15 higher than your bonus in the skill; Effect You roll twice and take the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4208"},{"skill_mod":{},"summary":"You point the relic at a creature within 30 feet, imbuing it with urgency. The creature gains the quickened condition for 1 round. After the …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4209","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-4209","text":" Activate Two Actions command, Interact; Effect You point the relic at a creature within 30 feet, imbuing it with urgency. The creature gains the quickened condition for 1 round. After the condition ends, the creature is slowed 1 for 1 round and temporarily immune to this gift until you next perform your daily preparations.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4209"},{"skill_mod":{},"summary":"You target one creature within 30 feet, temporarily imposing the decrepitude of time on it. The target must attempt a Fortitude saving throw. The …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4210","frequency":"once per hour","weakness":{},"name":"command, Interact","actions_number":4,"id":"action-4210","text":" Activate Two Actions command, Interact; Frequency once per hour; Effect You target one creature within 30 feet, temporarily imposing the decrepitude of time on it. The target must attempt a Fortitude saving throw. The clumsy and enfeebled conditions last 1 minute. Critical Success The target is unaffected. Success The target becomes clumsy 1 and enfeebled 1. Failure The target becomes clumsy 2, enfeebled 2, and drained 1. Critical Failure The target becomes clumsy 3, enfeebled 3, and drained 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4210"},{"skill_mod":{},"summary":"You make time shudder around you, stealing it from enemies and granting it to allies. Creatures of your choice within 30 feet must attempt a Will …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4211","frequency":"once per day","weakness":{},"name":"envision","actions_number":4,"id":"action-4211","text":" Activate Two Actions envision; Frequency once per day; Effect You make time shudder around you, stealing it from enemies and granting it to allies. Creatures of your choice within 30 feet must attempt a Will save. For each creature you render slowed with this gift, you can render one ally within 30 feet, including you, quickened for 1 round. Success The creature is unaffected. Failure The creature is slowed 1. Critical Failure The creature is slowed 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4211"},{"skill_mod":{},"summary":"Your relic casts time jump on you to your specifications.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4212","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-4212","text":" Activate Single Action command; Frequency once per day; Effect Your relic casts time jump on you to your specifications.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4212"},{"skill_mod":{},"summary":"The relic casts time beacon on you.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4213","frequency":"once per day","weakness":{},"name":"command","actions_number":2,"id":"action-4213","text":" Activate Single Action command; Frequency once per day; Effect The relic casts time beacon on you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4213"},{"skill_mod":{},"summary":"You fan in a direction, and the fan casts gust of wind . If this casting is directed toward the sail of a vessel, it instead fills it with …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4214","frequency":"once per day","weakness":{},"name":"command, interact","actions_number":4,"id":"action-4214","text":" Activate Two Actions command, interact; Frequency once per day; Effect You fan in a direction, and the fan casts gust of wind . If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4214"},{"skill_mod":{},"summary":"You speak briefly about your craft or enact a short performance. The relic casts charm at a level equal to half its own.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4215","frequency":"once per day","weakness":{},"name":"command, envision","actions_number":4,"id":"action-4215","text":" Activate Two Actions command, envision; Frequency once per day; Effect You speak briefly about your craft or enact a short performance. The relic casts charm at a level equal to half its own.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4215"},{"skill_mod":{},"summary":"You analyze diverging time streams to determine the best course of action. Resolve two turns as if they occurred, then choose which one happens. The …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4216","frequency":"once per day","weakness":{},"name":"envision","actions_number":1,"id":"action-4216","text":" Activate Reaction envision; Frequency once per day; Effect You analyze diverging time streams to determine the best course of action. Resolve two turns as if they occurred, then choose which one happens. The other does not occur.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4216"},{"skill_mod":{},"summary":"You brandish the floppy rag doll at a creature within 30 feet who can see you and shake it about. The creature's own limbs begin moving wildly in a …","primary_source":"Troubles in Grayce","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Troubles in Grayce"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4217","frequency":"once per hour","weakness":{},"source_group":["Troubles in Grayce"],"primary_source_group":"Troubles in Grayce","name":"manipulate, visual","actions_number":2,"id":"action-4217","text":" Activate—Loose Limbs Single Action manipulate, visual Frequency once per hour; Effect You brandish the floppy rag doll at a creature within 30 feet who can see you and shake it about. The creature's own limbs begin moving wildly in a similar fashion, and they must attempt a DC 19 Will saving throw. Critical Success The target is unaffected. Success The target can't use reactions until the end your turn. Failure The target is clumsy 1 and can't use reactions until the beginning of your next turn. Critical Failure As failure, but clumsy 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4217"},{"skill_mod":{},"summary":"You press an empty last word stone to an adjacent willing creature's head. The stone fills with an important memory from the creature's mind, then …","primary_source":"Troubles in Grayce","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"The last word stone doesn't contain a memory","source":["Troubles in Grayce"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4218","weakness":{},"source_group":["Troubles in Grayce"],"primary_source_group":"Troubles in Grayce","name":"concentrate, manipulate, mental","actions_number":6,"id":"action-4218","text":" Activate—Capture Memory Three Actions concentrate, manipulate, mental Requirements The last word stone doesn't contain a memory; Effect You press an empty last word stone to an adjacent willing creature's head. The stone fills with an important memory from the creature's mind, then becomes opaque in appearance. The memory is duplicated, and remains in the target creature's thoughts, but no indication of what type of memory is held within the stone is discernible to anyone else. Which memory is placed in the last word stone is chosen by the creature from whom the memory is copied, and once a memory is stored, the stone can't be used again to Capture Memory. A stored memory can't contain much information beyond a single emotion and a hazy mental picture that, taken together, convey a short message of no more than 10 words— typically enough to impart final words of comfort to a loved one, or to warn one of a specific location that might be trapped, or to impart a bit of news about a noteworthy event. The limit of 10 words represents the hazy and sometimes confusing nature of the mental image.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-4218"},{"skill_mod":{},"summary":"You hold the last word stone to your head and concentrate on its contents. A moment later, the stored memory plays out in your mind and the last …","primary_source":"Troubles in Grayce","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"The last word stone contains a memory","source":["Troubles in Grayce"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4219","weakness":{},"source_group":["Troubles in Grayce"],"primary_source_group":"Troubles in Grayce","name":"concentrate, manipulate, mental","actions_number":6,"id":"action-4219","text":" Activate—Reveal Memory Three Actions concentrate, manipulate, mental Requirements The last word stone contains a memory; Effect You hold the last word stone to your head and concentrate on its contents. A moment later, the stored memory plays out in your mind and the last word stone crumbles to dust in your hand.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-4219"},{"skill_mod":{},"summary":"Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is …","primary_source":"Troubles in Grayce","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Troubles in Grayce"],"trigger":"You fail a skill check due to a misfortune effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4220","weakness":{},"source_group":["Troubles in Grayce"],"primary_source_group":"Troubles in Grayce","name":"fortune, manipulate","actions_number":0,"id":"action-4220","text":" Activate—Guarded Fortune Free Action fortune, manipulate Trigger You fail a skill check due to a misfortune effect; Effect Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is canceled out for this check. You must use the new result, even if it's worse. If it lands on the snarling face, nothing happens. Either way, you're temporarily immune to Guarded Fortune for 1 hour.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4220"},{"skill_mod":{},"summary":"The hag causes the eye to melt away under a brief flare of intense heat. If a creature is holding the eye, they must attempt a DC 18 Reflex save. On …","primary_source":"Troubles in Grayce","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Troubles in Grayce"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4221","weakness":{},"source_group":["Troubles in Grayce"],"primary_source_group":"Troubles in Grayce","name":"","actions_number":2,"id":"action-4221","text":" Activate—Meltaway Mint Single Action ; Effect The hag causes the eye to melt away under a brief flare of intense heat. If a creature is holding the eye, they must attempt a DC 18 Reflex save. On a failure, they take 1d4 persistent fire damage as the boiling hot candy remains stick to and burn their skin.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4221"},{"skill_mod":{},"summary":"The teapot magically increases the volume of the inserted elixir to produce four uses of the same elixir. Once an elixir has been brewed in the …","primary_source":"Troubles in Grayce","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Troubles in Grayce"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4222","weakness":{},"source_group":["Troubles in Grayce"],"primary_source_group":"Troubles in Grayce","name":"10 minutes (concentrate)","actions_number":0,"id":"action-4222","text":" Activate—Share Brew Free Action 10 minutes (concentrate) Effect The teapot magically increases the volume of the inserted elixir to produce four uses of the same elixir. Once an elixir has been brewed in the teapot in this way, further attempts that day to brew another elixir spoil the inserted liquid. Any brewed elixir not consumed by the time it cools (typically 10 minutes) loses its alchemical properties.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4222"},{"skill_mod":{},"summary":"A member of the troop you’re leading picks up and displays the banner, maintaining the troop’s cohesion. When attempting its rout check due to losing …","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You’re leading a troop","source":["Pathfinder #223: Hell's Destiny"],"trigger":"You’re knocked unconscious ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4224","frequency":"once per day","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"(fortune)","actions_number":1,"id":"action-4224","text":" Activate—Pass the Banner Reaction (fortune) Frequency once per day; Trigger You’re knocked unconscious; Requirements You’re leading a troop; Effect A member of the troop you’re leading picks up and displays the banner, maintaining the troop’s cohesion. When attempting its rout check due to losing its leader, the troop rolls its Will save twice and uses the better result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-4224"},{"skill_mod":{},"summary":"Reduce the ally’s frightened condition by 1.","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"","source":["Pathfinder #223: Hell's Destiny"],"trigger":"A frightened ally begins their turn within your banner’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4225","frequency":"once per day","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"(emotion, mental, visual)","actions_number":0,"id":"action-4225","text":" Activate—Stand Firm Free Action (emotion, mental, visual) Frequency once per day; Trigger A frightened ally begins their turn within your banner’s aura; Requirements ; Effect Reduce the ally’s frightened condition by 1.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4225"},{"skill_mod":{},"summary":"The amulet’s eye opens and absorbs fears from creatures within a 20-foot emanation , subjecting them to nightmare as if they’d spent a night under …","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You are wearing the Amulet of the Slumberer and are within 100 feet of the Eye of the Slumberer ","source":["Pathfinder #223: Hell's Destiny"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4226","frequency":"once per day","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"(manipulate, occult)","actions_number":4,"id":"action-4226","text":" Activate—Open the Eye Two Actions (manipulate, occult) Frequency once per day; Requirements You are wearing the Amulet of the Slumberer and are within 100 feet of the Eye of the Slumberer ; Effect The amulet’s eye opens and absorbs fears from creatures within a 20-foot emanation, subjecting them to nightmare as if they’d spent a night under the influence of the spell. Additionally, each creature with the dream or incorporeal trait within 500 feet of the Eye of the Slumberer takes 20d6 force damage (DC 45 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4226"},{"skill_mod":{},"summary":"The water around the Eye churns violently in a 30-foot emanation , becoming difficult terrain for swimming creatures that don’t have the water …","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"You’re wearing the Amulet of the Slumberer , you’re within 100 feet of the Eye of the Slumberer, and the Eye is within water","source":["Pathfinder #223: Hell's Destiny"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4227","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"(occult, water)","actions_number":2,"id":"action-4227","text":" Activate—Vortex Single Action (occult, water) Requirements You’re wearing the Amulet of the Slumberer , you’re within 100 feet of the Eye of the Slumberer, and the Eye is within water; Effect The water around the Eye churns violently in a 30-foot emanation, becoming difficult terrain for swimming creatures that don’t have the water trait. You can use this action again to Dismiss this effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-4227"},{"skill_mod":{},"summary":"The troop under your command gains a second reaction that they must immediately use against the triggering enemy.","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"","source":["Pathfinder #223: Hell's Destiny"],"trigger":"An enemy triggers a reaction from a troop you’re currently commanding, but that troop has already used its reaction this turn","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4228","frequency":"once per day","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"(concentrate)","actions_number":0,"id":"action-4228","text":" Activate—Rally Forth Free Action (concentrate) Frequency once per day; Trigger An enemy triggers a reaction from a troop you’re currently commanding, but that troop has already used its reaction this turn; Requirements ; Effect The troop under your command gains a second reaction that they must immediately use against the triggering enemy.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4228"},{"skill_mod":{},"summary":"The thruneosaurus’s eyes project a line of fire in a 30- foot line , dealing 1d6 fire damage for every 2 levels the thruneosaurus has to all …","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4229","frequency":"once per minute","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"Hellfire Gaze","actions_number":4,"id":"action-4229","text":" Hellfire Gaze Two Actions Source Pathfinder #223: Hell's Destiny pg. 229 Frequency once per minute --- The thruneosaurus’s eyes project a line of fire in a 30- foot line, dealing 1d6 fire damage for every 2 levels the thruneosaurus has to all creatures in the area (basic Reflex save). A creature that critically fails its save also takes persistent fire damage equal to the number of damage dice. This uses a trained DC using the thruneosaurus’s Constitution modifier or an expert DC if the beast is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4229"}]
\ No newline at end of file
+[{"skill_mod":{},"summary":"After spending an hour meditating, you can ask one question of the region's spirits, as if you had just performed a commune with nature ritual. …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2058","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"1 hour (command, envision, Interact)","id":"action-2058","text":" Activate 1 hour (command, envision, Interact); Frequency once per day; Effect After spending an hour meditating, you can ask one question of the region's spirits, as if you had just performed a commune with nature ritual. Attempt a DC 30 Nature check to determine the result.","category":"action","rarity":"common","slug":"action-2058"},{"legacy_name":["1 hour (envision, Interact)"],"skill_mod":{},"summary":"You aren't drained ","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3566","weakness":{},"name":"1 hour (concentrate, manipulate)","legacy_id":["action-1245"],"id":"action-3566","text":" Activate—Study Memory 1 hour (concentrate, manipulate) Requirements You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.; Effect You aren't drained","category":"action","rarity":"common","slug":"action-3566"},{"remaster_name":["1 hour (concentrate, manipulate)"],"skill_mod":{},"summary":"You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren't drained ","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1245","weakness":{},"name":"1 hour (envision, Interact)","id":"action-1245","text":" Activate 1 hour (envision, Interact); Requirements You aren't drained; Effect You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success. The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition. Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.","category":"action","rarity":"common","slug":"action-1245"},{"skill_mod":{},"summary":"You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1354","frequency":"once per year","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"1 hour (envision; evil)","id":"action-1354","text":" Activate 1 hour (envision; evil) Frequency once per year; Effect You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as suggestion , but with a range of 1 mile. All creatures within this area are affected, with the same suggestion implanted in their minds. Creatures hear the telepathic suggestion in their native language, and creatures that are 7th level or higher can attempt a DC 36 Will save to resist the effect. This power was used by Vordakai to cause the vanishing of Varnhold, suggesting to its inhabitants to leave their homes and travel south to his tomb. If this effect is counteracted or removed on one victim, it ends for all victims.","category":"action","rarity":"common","slug":"action-1354"},{"skill_mod":{},"summary":"You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=404","weakness":{},"name":"1 hour (Interact)","id":"action-404","text":" Activate 1 hour (Interact); Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher’s extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature’s unique abilities for 1 hour. This could grant one of several abilities such as a dragon’s Breath Weapon, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature’s DC. The mutagen grants only abilities based on a creature’s physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. Unlike normal for mutagens and effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you’ve consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM’s discretion.","category":"action","rarity":"common","slug":"action-404"},{"skill_mod":{},"summary":"The second activation ritual is known as “Call from the Void.” The user performs a 1-hour-long rite before the Void Mirror , during which they …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=727","frequency":"once per year","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"1 hour (Interact); Research Accumulate 12 RP by making DC 30 Occultism (master) checks when Researching (1 month per attempt)","id":"action-727","text":" Activate 1 hour (Interact); Research Accumulate 12 RP by making DC 30 Occultism (master) checks when Researching (1 month per attempt); Frequency once per year; Effect The second activation ritual is known as “Call from the Void.” The user performs a 1-hour-long rite before the Void Mirror , during which they indicate a type of aberration, beast, fungus, ooze, or plant creature that's an alien life form from the planet the user is currently located on. The target creature must be a level equal to or less than the user's level +4. As the rite ends, the user attempts an Occultism check against the target creature's Will DC. Critical Success The creature is drawn across the universe to appear in a space adjacent to the Void Mirror . The creature's initial attitude toward the user is helpful, but this attitude can shift quickly if the creature realizes its goals and personality differs dramatically from the user's, or if the user makes a request of the creature that's against its nature. As long both the creature and the user are within 30 feet of the Void Mirror , the user can return the creature to its original location by Dismissing this activation. The creature can attempt a Will save against the user's Occultism DC to resist being returned; if it succeeds, it's temporarily immune for 24 hours. Success As critical success, but the creature is indifferent upon arrival. Failure As critical success, but the creature is hostile upon arrival. Critical Failure As failure, but magical feedback from the failed activation causes the user to become stunned 3.","category":"action","rarity":"common","slug":"action-727"},{"skill_mod":{},"summary":"The first activation ritual is known as “Speak to the Void” and allows the user to contact an intelligence in a distant part of the universe, …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=726","frequency":"once per month","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"1 hour (Intract); Research Accumulate 12 RP by making DC 20 Occultism (expert) checks when Researching (1 week per attempt)","id":"action-726","text":" Activate 1 hour (Intract); Research Accumulate 12 RP by making DC 20 Occultism (expert) checks when Researching (1 week per attempt); Frequency once per month; Effect The first activation ritual is known as “Speak to the Void” and allows the user to contact an intelligence in a distant part of the universe, provided the mirror shows that location (regardless of distance). This alien intelligence infuses the user's mind with answers, allowing the user to Recall Knowledge using Nature or Occultism as if they were legendary proficiency with the skill (including the +8 proficiency bonus). If this check fails, the character takes 10d6 mental damage (100 mental damage on a critical failure) as the imparted knowledge does more harm than good.","category":"action","rarity":"common","slug":"action-726"},{"skill_mod":{},"summary":"You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2485","weakness":{},"name":"1 hour (manipulate)","id":"action-2485","text":" Activate—Essence Transmogrification 1 hour (manipulate) Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's breath, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. Unlike normal for mutagens and polymorph effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion.","category":"action","rarity":"common","slug":"action-2485"},{"skill_mod":{},"summary":"You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you …","primary_source":"Pathfinder #153: Life's Long Shadows","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand)","source":["Pathfinder #153: Life's Long Shadows"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=488","frequency":"three times per day","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"1 minute","id":"action-488","text":" Activate 1 minute; Frequency three times per day; Requirements You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand); Effect You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can’t carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails.","category":"action","rarity":"common","slug":"action-488"},{"skill_mod":{},"summary":"You cause the dollhouse to grow into a mansion, 60 feet across and 20 feet high, with a dozen rooms. The mansion pushes aside rather than traps …","primary_source":"Pathfinder #183: Field of Maidens","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #183: Field of Maidens"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1282","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"1 minute (command, envision, Interact)","id":"action-1282","text":" Activate 1 minute (command, envision, Interact); Effect You cause the dollhouse to grow into a mansion, 60 feet across and 20 feet high, with a dozen rooms. The mansion pushes aside rather than traps creatures in the area when it is created. The door appears in front of you; it bears no lock and provides easy entrance to anyone. The mansion's interior is well-appointed and dimly lit via wall sconces and fireplaces that emit pale, heatless flames. Each day at dusk, the mansion's dining room produces enough fine food and water to sustain the creatures in the manor at that time. Except for this nourishment, everything inside the manor is nearly impossible to break; even the flimsiest chairs and thinnest draperies have Hardness 20. The material inside the mansion vanishes if removed, but is replaced with the next activation. Although the mansion is easy for anyone to enter, only you and other creatures you designate when you activate the manor can leave it. Others find themselves entering some other part of the mansion when they leave through a door or window, rather than exiting. A creature that succeeds at a DC 30 Occultism check when attempting to exit the mansion can leave it if they choose, as can anyone who Forces Open an exit with a successful DC 30 Athletics check; any opening they make in the mansion closes behind them. You can return the shadow manse to its dollhouse form by twisting the front door handle and uttering a command (as a single action). Once deactivated, it can't be reactivated for 8 hours.","category":"action","rarity":"common","slug":"action-1282"},{"skill_mod":{},"summary":"You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=898","frequency":"once per day","weakness":{},"name":"1 minute (command, envision)","id":"action-898","text":" Activate 1 minute (command, envision); Frequency once per day; Effect You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The target's soul is bolstered against further curses, and they gain a +2 status bonus to saving throws against curses for 1 hour.","category":"action","rarity":"common","slug":"action-898"},{"skill_mod":{},"summary":"You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1183","frequency":"once per day","weakness":{},"name":"1 minute (command, Interact","id":"action-1183","text":" Activate 1 minute (command, Interact; Frequency once per day; Effect You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the concentrate trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an Interact action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood.","category":"action","rarity":"common","slug":"action-1183"},{"skill_mod":{},"summary":"You pose a question to the head contained within the cresset, and it animates briefly to reply with a short answer over the course of a minute. The …","primary_source":"Crown of the Kobold King","primary_source_category":"Adventures","source_category":["Adventures"],"requirement":"A severed head is within the cresset of grisly interrogation ","source":["Crown of the Kobold King"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1316","frequency":"three times per day","weakness":{},"source_group":["Crown of the Kobold King"],"primary_source_group":"Crown of the Kobold King","name":"1 minute (command, Interact)","id":"action-1316","text":" Activate 1 minute (command, Interact); Frequency three times per day; Requirements A severed head is within the cresset of grisly interrogation ; Effect You pose a question to the head contained within the cresset, and it animates briefly to reply with a short answer over the course of a minute. The cresset empowers the severed head with the ability to reply even without breath, granting the head a semblance of life, calling upon the physical remains' latent memories rather than summoning back the deceased's spirit. The head must be forcefully commanded to answer with a secret Intimidation check— other attempts to query the head without attempting an Intimidation check for a result automatically fail. Once activated in this way, this activation of a cresset of grisly interrogation can't be performed again for 1 hour. The head answers the question based on the result of the secret Intimidation check against the Will DC the creature had when it was alive or DC 25, whichever is higher. Critical Success The head answers the question truthfully, to the best of its ability. Success The head answers the question truthfully, but the answer is brief, cryptic, or repetitive. Failure The head's answer provides false information, attempting to Lie to you with a +15 Deception modifier, or the creature's original Deception, whichever is higher. Critical Failure As failure, but the head gains a +4 circumstance bonus to its Deception check, and the next time you use this activation of the cresset of grisly interrogation during the next 24 hours, the result of your Intimidation check is one degree of success worse than the result you rolled.","category":"action","rarity":"common","slug":"action-1316"},{"skill_mod":{},"summary":"The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3802","frequency":"once per day","weakness":{},"name":"1 minute (command)","id":"action-3802","text":" Activate 1 minute (command); Frequency once per day; Effect The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast cozy cabin , with the shield becoming the door.","category":"action","rarity":"common","slug":"action-3802"},{"skill_mod":{},"summary":"You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own …","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The essence forge doesn’t currently contain any stored essence","source":["Pathfinder #214: The Broken Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3298","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"1 minute (concentrate, healing, manipulate)","id":"action-3298","text":" Activate—Prime the Forge 1 minute (concentrate, healing, manipulate) Requirements The essence forge doesn’t currently contain any stored essence; Effect You prepare the essence forge for use by placing raw materials in its receptacle then spend an hour concentrating on the forge, using your own magical potential to consume the materials. The combined gp value of the raw materials sets the maximum price of the item you can craft with the essence forge . An essence forge’s receptacle can hold no more than 3 Bulk of raw materials, so coins, gemstones, or small valuable objects or items make for the best sources of fuel. Attempt an Arcana, Nature, Occultism, or Religion check as appropriate for the tradition of essence forge you’re using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) you’re using. Critical Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Additional essence overflows back into you, granting an item bonus to the skill you used to Prime the Forge for the next 24 hours. The size of the item bonus depends on the type of the forge. Success The raw materials are consumed, and the essence forge stores essence equal to the value of the raw materials. Failure The raw materials are consumed, but the burn is inefficient, and the essence forge stores essence equal to half the value of the raw materials. Critical Failure The raw materials are consumed and lost, but no essence is stored in the forge; the raw materials are wasted.","category":"action","rarity":"common","slug":"action-3298"},{"skill_mod":{},"summary":"The air around the robe constantly circulates to keep you healthy. For 8 hours, you become immune to diseases spread via inhalation, olfactory …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3119","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"1 minute (concentrate, healing)","id":"action-3119","text":" Activate—Elysium's Breath 1 minute (concentrate, healing) Effect The air around the robe constantly circulates to keep you healthy. For 8 hours, you become immune to diseases spread via inhalation, olfactory effects, and environmental effects that would prevent you from breathing (including being underwater or from being strangled).","category":"action","rarity":"common","slug":"action-3119"},{"skill_mod":{},"summary":"You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2202","frequency":"once per day","weakness":{},"name":"1 minute (concentrate, illusion, visual)","id":"action-2202","text":" Activate—Veil! 1 minute (concentrate, illusion, visual) Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect. Any creature that boards the ship or uses the Seek action to examine it disbelieves the illusion if it succeeds at a DC 25 Perception check.","category":"action","rarity":"common","slug":"action-2202"},{"skill_mod":{},"summary":"You unfold the triangle on near-invisible seams and the bird animates, flying up to perch in a tree you designate within 300 feet of you. The bird’s …","primary_source":"Pathfinder #203 Shepherd of Decay","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3096","frequency":"once per day","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"1 minute (concentrate, manipulate)","id":"action-3096","text":" Activate—Unfold 1 minute (concentrate, manipulate) Frequency once per day; Effect You unfold the triangle on near-invisible seams and the bird animates, flying up to perch in a tree you designate within 300 feet of you. The bird’s perch can be as high as 200 feet off the ground or the top of the trees, whichever is lower. The bird then alights, expands, and reshapes into an elegantly crafted tree house over the course of 10 minutes. Unlike typical items with the structure trait, this tree house attaches to the tree instead of needing to be on solid ground. Once the tree house is in place, a ladder made of intricately woven vines attached to the tree house unfurls all the way to the ground. It can be manually pulled up by inhabitants of the tree house for safety. The tree house has a small veranda, circular windows, a door with a simple lock, and six bedrolls inside. Atop a small cushion sits a wooden whistle. As an action, you can blow the whistle to create a soft bird call. At this signal, the tree house gradually folds back into a bird over the course of 1 minute, gently ejecting any occupants toward the ladder. Afterward, the bird flies to you, seizes the whistle, and then folds back into the wooden triangle. Unless commanded to dismantle, the tree house stays in place indefinitely, though it’s subject to normal wear and damage.","category":"action","rarity":"common","slug":"action-3096"},{"skill_mod":{},"summary":"You hold the box closed and, while envisioning the terrain, turn the box clockwise three times. When you open the box, the sand reveals, in …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2840","frequency":"once per day","weakness":{},"name":"1 minute (concentrate,manipulate)","id":"action-2840","text":" Activate—Replicate Earth 1 minute (concentrate, manipulate) Frequency once per day; Effect You hold the box closed and, while envisioning the terrain, turn the box clockwise three times. When you open the box, the sand reveals, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths, hills, embankments, boulders, and even artificial structures like walls and ditches, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box.","category":"action","rarity":"common","slug":"action-2840"},{"skill_mod":{},"summary":"The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2615","frequency":"once per day","weakness":{},"name":"1 minute (concentrate)","id":"action-2615","text":" Activate—Dispatch Messenger 1 minute (concentrate) Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the leader or organization represented by the ring.","category":"action","rarity":"common","slug":"action-2615"},{"skill_mod":{},"summary":"You focus on a location in the Boneyard that you wish to travel to. You must have either seen or visited this location before or be able to describe …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ","source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1507","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"1 minute (envision, Interact; divination, divine, scrying)","id":"action-1507","text":" Activate 1 minute (envision, Interact; divination, divine, scrying) Requirements The passage pane is mounted firmly to a solid surface, and you're bonded with the passage pane ; Effect You focus on a location in the Boneyard that you wish to travel to. You must have either seen or visited this location before or be able to describe the location in detail and its purpose or name, as appropriate. Attempt a DC 40 Religion check. On a success, the mirror locks onto your desired location, and you (and only you) see this location reflected in the mirror's pane.","category":"action","rarity":"common","slug":"action-1507"},{"skill_mod":{},"summary":"You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be …","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2006","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"1 minute (envision, Interact)","id":"action-2006","text":" Activate 1 minute (envision, Interact); Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge . Memories and psychic energy absorbed aren't taken from the target's soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse —treat the saving throw result against that spell as one degree of success lower than the actual result. A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.","category":"action","rarity":"common","slug":"action-2006"},{"skill_mod":{},"summary":"The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=263","frequency":"once per day","weakness":{},"name":"1 minute (envision)","id":"action-263","text":" Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.","category":"action","rarity":"common","slug":"action-263"},{"skill_mod":{},"summary":"Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The prism has only one input stream, and a creature is encased in magic in the input stream","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=392","weakness":{},"name":"1 minute (Interact)","id":"action-392","text":" Activate 1 minute (Interact); Requirements The prism has only one input stream, and a creature is encased in magic in the input stream; Effect Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism’s first activation. For instance, if you set the prism to “good,” one creature would have all the original creature’s good aspects and the other would be the original creature’s evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation.","category":"action","rarity":"common","slug":"action-392"},{"skill_mod":{},"summary":"The sandalwood fan casts speak with plants and translate for Fey and Muan on you. In addition to conversing with nearby plants, you can …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2215","frequency":"once per day","weakness":{},"name":"1 minute (manipulate","id":"action-2215","text":" Activate—Plant Speech 1 minute (manipulate) Frequency once per day; Effect The sandalwood fan casts speak with plants and translate for Fey and Muan on you. In addition to conversing with nearby plants, you can also communicate with any living plants you've spoken with in the past using this fan. These plants must either be on the same plane as you or on the Plane of Wood.","category":"action","rarity":"common","slug":"action-2215"},{"skill_mod":{},"summary":"You pull a strap near the shield’s enarmes to create a makeshift shelter that unfolds over the next minute. The shield becomes a pup tent until you …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3335","weakness":{},"name":"1 minute (manipulate, structure)","id":"action-3335","text":" Activate—Deploy Encampment 1 minute (manipulate, structure) Effect You pull a strap near the shield’s enarmes to create a makeshift shelter that unfolds over the next minute. The shield becomes a pup tent until you spend another minute collapsing it. Within the tent is a satchel that holds 1 Bulk of rations and replenishes every week.","category":"action","rarity":"common","slug":"action-3335"},{"skill_mod":{},"summary":"You unfold the illusory backdrop , placing it on the edge of three contiguous 5-foot squares in a straight line. The illusion then emanates in a …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3045","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"1 minute (manipulate)","id":"action-3045","text":" Activate—Set the Scene 1 minute (manipulate) Effect You unfold the illusory backdrop , placing it on the edge of three contiguous 5-foot squares in a straight line. The illusion then emanates in a 15-foot cone from the center of the line, facing straight away from the panel. The illusion contains a scene that includes up to 5 discrete objects (usually foliage or pieces of furniture). The scene is static and lasts for 1 hour, though that duration restarts if the backdrop is refolded and then unfolded again. The appearance of the illusion is determined when the illusory backdrop is crafted and can’t be changed.","category":"action","rarity":"common","slug":"action-3045"},{"skill_mod":{},"summary":"Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1948","frequency":"once per day","weakness":{},"name":"1 minute (manipulatr)","id":"action-1948","text":" Activate 1 minute (manipulate) Frequency once per day; Effect Like a masquerade scarf , the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell.","category":"action","rarity":"common","slug":"action-1948"},{"skill_mod":{},"summary":"The crystal ball casts a DC 33 scrying spell to your specifications.","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2461","frequency":"twice per day","weakness":{},"name":"10 minutes (<%TRAITS%32%%>concentrate<%END>, <%TRAITS%104%%>manipulate<%END>)","id":"action-2461","text":" Activate—Scrying 10 minutes (concentrate, manipulate) Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.","category":"action","rarity":"common","slug":"action-2461"},{"skill_mod":{},"summary":"A gas-filled balloon pops out of the back of your armor and begins to inflate. It takes 10 minutes for the balloon to fully inflate and lift you and …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3313","frequency":"once per day","weakness":{},"name":"10 minutes (air, manipulate)","id":"action-3313","text":" Activate—Inflate 10 minutes (air, manipulate) Frequency once per day; Effect A gas-filled balloon pops out of the back of your armor and begins to inflate. It takes 10 minutes for the balloon to fully inflate and lift you and up to 5 additional Bulk 5 feet off the ground. By taking another 10 minutes, this balloon can be deflated and properly stowed in the back of your armor. Once inflated, you can spend an action that has the manipulate and move traits to adjust the height you are hovering up or down by up to 20 feet each time. If the balloon takes damage (AC 10, Hardness 0), it will quickly deflate and cause you to fall to the ground. The balloon magically repairs itself at the start of each day.","category":"action","rarity":"common","slug":"action-3313"},{"skill_mod":{},"summary":"You whisper a name and whatever details you recall about that person to the effigy, telling it everything you can about your target. The next time …","primary_source":"Battlecry!","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3398","frequency":"once per day","weakness":{},"name":"10 minutes (auditory, manipulate)","id":"action-3398","text":" Activate—Whispers of Leng 10 minutes (auditory, manipulate) Frequency once per day; Effect You whisper a name and whatever details you recall about that person to the effigy, telling it everything you can about your target. The next time the target sleeps, they are subject to a nightmare spell (DC 30). This continues every time the target sleeps until they die, you whisper a new target to the effigy, or the target gets a critical success on their save against the nightmare .","category":"action","rarity":"common","slug":"action-3398"},{"skill_mod":{},"summary":"You cast a 4th-level dream message spell.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=266","frequency":"once per day","weakness":{},"name":"10 minutes (Cast a Spell)","id":"action-266","text":" Activate 10 minutes (Cast a Spell); Frequency once per day; Effect You cast a 4th-level dream message spell.","category":"action","rarity":"common","slug":"action-266"},{"skill_mod":{},"summary":"You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1177","frequency":"once per day","weakness":{},"name":"10 minutes (command, envision, Interact)","id":"action-1177","text":" Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level endure elements . The area created by the banner lasts for 8 hours or until it is removed from the ground. As part of the activation, you can choose to ward the same area with an alarm spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the alarm spell also includes an audible alarm with the sound and volume of a hand bell, which has the auditory trait. You choose the password as you decide to ward the area.","category":"action","rarity":"common","slug":"action-1177"},{"skill_mod":{},"summary":"You place the witchwyrd beacon on a flat, stable, and immobile surface, then adjust its rings to link it to the site. Once linked, any creature can …","primary_source":"Pathfinder #191: The Destiny War","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you are attuned to the witchwyrd beacon ","source":["Pathfinder #191: The Destiny War"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2046","frequency":"once per day","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","name":"10 minutes (command, Interact)","id":"action-2046","text":" Activate 10 minutes (command, Interact); Frequency once per day; Requirements you are attuned to the witchwyrd beacon ; Effect You place the witchwyrd beacon on a flat, stable, and immobile surface, then adjust its rings to link it to the site. Once linked, any creature can use a teleportation effect to target the witchwyrd beacon directly, regardless of line of sight. You can dimension door or gate to the beacon as if you could see its location, and if you travel to it via an effect like plane shift , the beacon eliminates the imprecision of the spell. The beacon doesn't change the range of effects, only their accuracy. Once the beacon is used in this manner, it loses its link and must be reactivated again to grant this benefit to attuned creatures.","category":"action","rarity":"common","slug":"action-2046"},{"skill_mod":{},"summary":"You alter the exterior of the armor to better adapt to the surrounding terrain : aquatic , arctic , desert , forest , mountain , plains , sky, …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3190","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"10 minutes (concentrate, divine)","id":"action-3190","text":" Activate—Terrain Adaptation 10 minutes (concentrate, divine) Frequency once per day; Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore non-magical difficult terrain within the chosen environment and gain a +1 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You are also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparation.","category":"action","rarity":"common","slug":"action-3190"},{"skill_mod":{},"summary":"Speaking “savor” as you lift the lid creates a dish you've never tasted before, whether it's the unique delicacy of a far-flung region or the …","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3654","frequency":"once per week","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"10 minutes (concentrate, exploration, manipulate)","id":"action-3654","text":" Activate—Savory Feast 10 minutes (concentrate, exploration, manipulate) Frequency once per week; Effect Speaking “savor” as you lift the lid creates a dish you've never tasted before, whether it's the unique delicacy of a far-flung region or the forbidden flesh of a sapient creature. If you spend 10 minutes consuming the entire meal, you regain 2d6+8 Hit Points and gain a +2 status bonus to saving throws against being sickened for 24 hours, but if you attempt to ingest anything else in that time—including elixirs and potions—you must first succeed at a DC 5 flat check or the action is wasted.","category":"action","rarity":"common","slug":"action-3654"},{"skill_mod":{},"summary":"You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1637","frequency":"once per day","weakness":{},"name":"10 minutes (concentrate, fortune, mental)","id":"action-1637","text":" Activate 10 minutes (concentrate, fortune, mental) Frequency once per day; Effect You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all Perception checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours.","category":"action","rarity":"common","slug":"action-1637"},{"skill_mod":{},"summary":"You plant the toadstool in the ground, allowing it to connect to all living fungi and plant matter within 120 feet of its planting. For 8 hours, any …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3053","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"10 minutes (concentrate, light, manipulate)","id":"action-3053","text":" Activate—Ward Area 10 minutes (concentrate, light, manipulate) Effect You plant the toadstool in the ground, allowing it to connect to all living fungi and plant matter within 120 feet of its planting. For 8 hours, any corporeal creature that touches the affected matter even accidentally begins to glow with bright magical light in a 10-foot emanation, which persists as long as they remain within 120 feet of the planted mushroom. A creature can move through an area containing affected fungi and plant matter without touching it by treating the area as difficult terrain and succeeding at a DC 18 Acrobatics check.","category":"action","rarity":"common","slug":"action-3053"},{"skill_mod":{},"summary":"The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's …","primary_source":"NPC Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3064","weakness":{},"name":"10 minutes (concentrate, manipulate, occult)","id":"action-3064","text":" Activate—Mirror Mimicry 10 minutes (concentrate, manipulate, occult) Effect The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's abilities. This has the effects of a 3rd-rank illusory disguise spell with a duration of 4 hours. The activation can also be Dismissed. In addition, the disguised creature can automatically create illusions to mimic the abilities of the subject, with the appearance of spells, abilities, or even impressive physical deeds. These deeds are entirely illusory and can be disbelieved with a successful DC 28 Perception check. If an illusion makes it appear as though the creature moved farther or differently than they actually can (such as making them fly or teleport), the actual creature turns invisible, and their illusory image persists until the end of the creature's next turn. If the creature and their illusory self aren't in the same space at that point, the activation ends, revealing the deception.","category":"action","rarity":"common","slug":"action-3064"},{"skill_mod":{},"summary":"You cause a shimmering magical archway to appear next to you as the Guiding Star Orb casts a 7th-rank teleport to your specifications. If you …","primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3188","frequency":"once per day","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"10 minutes (concentrate, manipulate, teleportation)","id":"action-3188","text":" Activate—Momentary Aiudara 10 minutes (concentrate, manipulate, teleportation) Frequency once per day; Effect You cause a shimmering magical archway to appear next to you as the Guiding Star Orb casts a 7th-rank teleport to your specifications. If you are teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location.","category":"action","rarity":"common","slug":"action-3188"},{"skill_mod":{},"summary":"As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2475","weakness":{},"name":"10 minutes (concentrate, manipulate)","id":"action-2475","text":" Activate—Skim 10 minutes (concentrate, manipulate) Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again. ","category":"action","rarity":"common","slug":"action-2475"},{"skill_mod":{},"summary":"As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2605","weakness":{},"name":"10 minutes (concentrate, manipuldate)","id":"action-2605","text":" Activate—Group Voyage 10 minutes (concentrate, manipulate) Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-rank interplanar teleport or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using interplanar teleport or halve the distance you're off-target with teleport . On a critical success, you arrive exactly on target.","category":"action","rarity":"common","slug":"action-2605"},{"skill_mod":{},"summary":"The mirror casts a DC 28 scrying spell for the benefit of the creature activating it. The target must be within the owner's domain (typically …","primary_source":"NPC Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["NPC Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3063","weakness":{},"name":"10 minutes (concentrate, occult)","id":"action-3063","text":" Activate—Peer Beyond 10 minutes (concentrate, occult) Effect The mirror casts a DC 28 scrying spell for the benefit of the creature activating it. The target must be within the owner's domain (typically within 20 miles of the mirror). The viewer's familiarity with the target doesn't affect the spell's DC. ","category":"action","rarity":"common","slug":"action-3063"},{"skill_mod":{},"summary":"You arrange the shawl on your shoulders to gain the benefits of a season of your choice until your next daily preparations. If the season you choose …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3251","frequency":"once per day","weakness":{},"name":"10 minutes (concentrate)","id":"action-3251","text":" Activate—Change of Seasons 10 minutes (concentrate) Frequency once per day; Effect You arrange the shawl on your shoulders to gain the benefits of a season of your choice until your next daily preparations. If the season you choose is the current season, you also gain a +1 item bonus to Fortitude saving throws. Spring The shawl becomes smooth silk covered in delicate flowers. You gain a +5-foot item bonus to your Speed. Summer The shawl becomes light cotton with the hues of fresh grass. You’re protected from the effects of severe heat. Fall The shawl becomes thin leather with an ombre of red and orange leaves. You treat falls as 10 feet shorter. Winter The shawl becomes warm wool as white as snow. You’re protected from the effects of severe cold. ","category":"action","rarity":"common","slug":"action-3251"},{"skill_mod":{},"summary":"You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. …","primary_source":"Knights of Lastwall","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1190","frequency":"once per day","weakness":{},"name":"10 minutes (envision, Interact; auditory, linguistics)","id":"action-1190","text":" Activate 10 minutes (envision, Interact; auditory, linguistics) Frequency once per day; Effect You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time.","category":"action","rarity":"common","slug":"action-1190"},{"skill_mod":{},"summary":"As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=168","weakness":{},"name":"10 minutes (envision, Interact)","id":"action-168","text":" Activate 10 minutes (envision, Interact); Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book’s pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again.","category":"action","rarity":"common","slug":"action-168"},{"skill_mod":{},"summary":"You gain the effects of scrying , heightened to 7th level.","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1351","frequency":"three times per day","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"10 minutes (envision)","id":"action-1351","text":" Activate 10 minutes (envision); Frequency three times per day; Effect You gain the effects of scrying , heightened to 7th level.","category":"action","rarity":"common","slug":"action-1351"},{"skill_mod":{},"summary":"The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=199","frequency":"once per day","weakness":{},"name":"10 minutes (Interact)","id":"action-199","text":" Activate 10 minutes (Interact); Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water. The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance. A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an Interact action, the entire yurt immediately folds back up into its deactivated form, ready for further travel.","category":"action","rarity":"common","slug":"action-199"},{"skill_mod":{},"summary":"You gain a +2 item bonus to skill checks to Recall Knowledge about Nhimbaloth , her faith, or creatures associated with her (such as incorporeal …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=696","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"10 minutes (Investigate)","id":"action-696","text":" Activate 10 minutes (Investigate); Effect You gain a +2 item bonus to skill checks to Recall Knowledge about Nhimbaloth, her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death.","category":"action","rarity":"common","slug":"action-696"},{"skill_mod":{},"summary":"You let the spiral chimes play in the wind, interpreting the music to predict the weather at your location for the next 24 hours. You receive …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2144","weakness":{},"name":"10 minutes (manipulate, prediction)","id":"action-2144","text":" Activate—Forecast Chime 10 minutes (manipulate, prediction) Effect You let the spiral chimes play in the wind, interpreting the music to predict the weather at your location for the next 24 hours. You receive advanced warning of the temperature, humidity, storms, natural disasters (such as tornadoes, floods, or volcanic eruptions), and other weather conditions that naturally arise. The information you gain through the spiral chimes doesn't take magical occurrences that might change the weather into account.","category":"action","rarity":"common","slug":"action-2144"},{"skill_mod":{},"summary":"You place the kizidhar's shield into the ground at the edge of your campsite, which can't be more than 30 feet on a side, then speak the name of …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2213","frequency":"once per day","weakness":{},"name":"10 minutes (manipulate)","id":"action-2213","text":" Activate—Secure Site 10 minutes (manipulate) Frequency once per day; Effect You place the kizidhar's shield into the ground at the edge of your campsite, which can't be more than 30 feet on a side, then speak the name of the kizidhar shuyookh carved into its handle. The shuyookh briefly appears just long enough to make a sweeping gesture, causing sprawling thorns to grow in an unnaturally symmetrical formation around the campsite, protecting it for the next 8 hours with an effect that's otherwise identical to wall of thorns . All creatures within the campsite are then immediately affected by a three-action heal spell cast at 4th rank by the shield. After 8 hours, the wall rots away, and the shield can be retrieved as an Interact action.","category":"action","rarity":"common","slug":"action-2213"},{"skill_mod":{},"summary":"You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula …","primary_source":"Pathfinder #214: The Broken Palace","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued ","source":["Pathfinder #214: The Broken Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3299","weakness":{},"source_group":["Shades of Blood"],"primary_source_group":"Shades of Blood","name":"2 hours (concentrate, manipulate)","id":"action-3299","text":" Activate—Craft an Item 2 hours (concentrate, manipulate) Requirements The essence forge has been primed with raw materials equaling or exceeding the value o f the item you intend to craft, and you are not fatigued; Effect You place your hands atop the forge’s workspace and focus your concentration on the essence contained within the forge. Choose an item whose formula you have and whose level is equal to or less than the essence forge’s level, or choose an essence charm . The essence forge begins to construct that item as you concentrate, causing an increasingly realistic illusion of the item to come into focus atop the forge’s workspace. Attempt a Crafting check with a DC determined by the forge’s type (lesser, moderate, or greater); this check earns Forge Points (using the Victory Point system). You can sustain this activation for up to 8 hours; each time you sustain the activation, attempt another Crafting check to earn Forge Points. When you choose to end the activation, you become fatigued, and any remaining essence stored in the forge dissipates with no further effect. Consult the sidebar to determine if you were successful in crafting the item you chose.","category":"action","rarity":"common","slug":"action-3299"},{"skill_mod":{},"summary":"You craft a magical weapon or armor of up to 20th level. You must attempt a Crafting check as usual to create the item, but you need supply only raw …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have Legendary proficiency in Crafting ","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=532","frequency":"4 times per year","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"3 days (Interact)","id":"action-532","text":" Activate 3 days (Interact); Frequency 4 times per year; Requirements You have Legendary proficiency in Crafting; Effect You craft a magical weapon or armor of up to 20th level. You must attempt a Crafting check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone.","category":"action","rarity":"common","slug":"action-532"},{"skill_mod":{},"summary":"You play the song. Once it’s completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must be aboard a ship","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3945","frequency":"once per day","weakness":{},"name":"5 minutes (Interact)","id":"action-3945","text":" Activate 5 minutes (Interact); Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it’s completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.","category":"action","rarity":"common","slug":"action-3945"},{"skill_mod":{},"summary":"You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather . For the next …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must be aboard a ship","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1697","frequency":"once per day","weakness":{},"name":"5 minutes (manipulate)","id":"action-1697","text":" Activate 5 minutes (manipulate) Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.","category":"action","rarity":"common","slug":"action-1697"},{"skill_mod":{},"summary":"The third activation ritual is known as “Become the Void” and requires the user to continue performing the rite for 7 consecutive days (as if they …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=728","frequency":"once per century","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"7 days (Interact); Research Accumulate 12 RP by making DC 40 Occultism (legendary) checks when Researching (1 year per attempt)","id":"action-728","text":" Activate 7 days (Interact); Research Accumulate 12 RP by making DC 40 Occultism (legendary) checks when Researching (1 year per attempt); Frequency once per century; Effect The third activation ritual is known as “Become the Void” and requires the user to continue performing the rite for 7 consecutive days (as if they were performing a multi-day ritual). If the user fails to perform this rite for one of these 7 consecutive days, they immediately suffer the critical failure effect below. Critical Success The user's body, mind, and soul are infused with alien energies drawn from the Dark Tapestry, which transforms the user into an aberration of a level no higher than their current level +4. This new form could be an existing aberration or a unique one of the GM's creation. The user retains their memories and spellcasting ability (including any rituals they know) but becomes chaotic evil and loses all other abilities they possessed in their previous form. Success As critical success, but the aberration the user transforms into can be of a level no higher than half the user's current level. Failure The user's attempt to change is a painful mistake that deals 10d6+40 bludgeoning damage as their body twists, bends and breaks. Ultimately, they are not transformed. Critical Failure The user is slain, but their body shifts and transforms into a brand new creature as the bodiless alien intelligence Tchekuth incubates within the user's flesh, mind and soul. This transformation takes another 7 days to complete but can be halted indefinitely if the Void Mirror is placed in a specially constructed frame aimed at the body's location (regardless of any solid object between the mirror and the body). Slowing or stopping this transformation via other means requires complex rituals or divine intervention, subject to the GM's whim. After 7 days, the body completes its transformation and Tchekuth rises once more as a physical threat.","category":"action","rarity":"common","slug":"action-728"},{"skill_mod":{},"summary":"You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane , but the space is a single 10-foot cube.","primary_source":"Legends","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Legends"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=609","weakness":{},"name":"8 hours (envision, Interact)","id":"action-609","text":" Activate 8 hours (envision, Interact); Effect You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane , but the space is a single 10-foot cube.","category":"action","rarity":"common","slug":"action-609"},{"skill_mod":{},"summary":"You take in every movement around you, affording you unparalleled accuracy. Your next successful Strike against an enemy before the end of your …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3013","weakness":{},"name":"A Moment Unending","trait":["Concentrate","Prediction","Transcendence"],"actions_number":2,"id":"action-3013","text":" A Moment Unending Single Action Source War of Immortals pg. 44 --- You take in every movement around you, affording you unparalleled accuracy. Your next successful Strike against an enemy before the end of your next turn deals an additional 1d6 precision damage. This damage increases to 2d6 at 10th level and 3d6 at 18th level.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3013"},{"skill_mod":{},"summary":"After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The hex to be abandoned must be controlled.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1371","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Abandon Hex","trait":["Downtime","Region"],"id":"action-1371","text":" Abandon Hex Source Kingmaker Adventure Path pg. 518 Requirements The hex to be abandoned must be controlled. --- After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your claim to it and pull back any settlers or explorers. Attempt a basic Exploration or Wilderness check. You can abandon more than one hex at a time, but each additional hex you abandon increases the DC of this check by 1. Critical Success You abandon the hex or hexes, decreasing your kingdom's Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 532). Settlers and explorers return and resettle elsewhere in your kingdom, bringing with them bits of salvage from the abandoned hexes. Gain 1 RP per abandoned hex. Success As critical success, but you gain no RP and increase Unrest by 1. Failure You abandon the hex or hexes, decreasing your kingdom's Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 532). Some citizens become disgruntled refugees who refuse to leave the hex. Increase Unrest by 2 and then attempt a DC 6 flat check. If you fail, the refugees become bandits, and during your next Event phase, your kingdom experiences a Squatters kingdom event automatically in addition to any other event that might occur. Critical Failure As failure, but increase Unrest by 3 and automatically experience a Bandit Activity kingdom event instead of a Squatters event. Special The Unrest gained from abandoning a hex doubles if it includes a settlement. A settlement in an abandoned hex becomes a Freehold (page 536).","category":"action","rarity":"common","slug":"action-1371"},{"skill_mod":{},"summary":"You interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"An enemy casts a spell that targets you or an ally within 15 feet of you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=321","weakness":{},"name":"Absorb into the Aegis","actions_number":1,"id":"action-321","text":" Absorb into the Aegis Reaction Source Character Guide pg. 94 Trigger An enemy casts a spell that targets you or an ally within 15 feet of you --- You interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell’s level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-321"},{"skill_mod":{},"summary":"You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the …","primary_source":"Secrets of Magic","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=758","frequency":"once per round","weakness":{},"name":"Act Together","trait":["Summoner","Tandem"],"actions_number":2,"id":"action-758","text":" Act Together Single Action to Three Actions Source Secrets of Magic pg. 53 Frequency once per round --- You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel.","category":"action","actions":"Single Action to Three Actions","rarity":"common","slug":"action-758"},{"skill_mod":{},"summary":"You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can Activate an Item with the invested trait only if it’s invested by you. If the item requires you to Interact with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item).","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=100","weakness":{},"name":"Activate an Item","id":"action-100","text":" Activate an Item Source Core Rulebook pg. 532 Requirements You can Activate an Item with the invested trait only if it’s invested by you. If the item requires you to Interact with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item). --- You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block. Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, “Activate Reaction command.” Long Activation Times Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the exploration trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar). Activation Components Each activation entry lists any components involved in the activation after the action icons or text, such as “Single Action command.” The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item. Command (auditory, concentrate) Envision (concentrate) Interact (manipulate) Cast a Spell Activation Components An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. ### Command This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and concentrate traits. You must be able to speak to provide this component. ### Envision This component is a specific image or phenomenon you need to imagine. Activate an Item gains the concentrate trait. ### Interact This component works like the Interact basic action. Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action. ### Cast a Spell If an item lists “Cast a Spell” after “Activate,” the activation requires you to use the Cast a Spell activity to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. In this case, Activate an Item gains all the traits from the relevant components of the Cast a Spell activity.","category":"action","rarity":"common","slug":"action-100"},{"skill_mod":{},"summary":"You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=54","weakness":{},"name":"Administer First Aid","trait":["Manipulate"],"actions_number":4,"id":"action-54","text":" Administer First Aid Two Actions Source Core Rulebook pg. 248 Requirements You are holding healer's tools, or you are wearing them and have a hand free --- You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-54"},{"skill_mod":{},"summary":"You Administer First Aid without requiring healer's tools. You can either gain a +2 item bonus to the Medicine check or use the salve's Medicine …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2865","weakness":{},"name":"Administer Stitch (manipulate)","actions_number":2,"id":"action-2865","text":" Activate—Administer Stitch Single Action (manipulate) Effect You Administer First Aid without requiring healer's tools. You can either gain a +2 item bonus to the Medicine check or use the salve's Medicine modifier of +13 instead of your own.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2865"},{"skill_mod":{},"summary":"Your army attempts to close the distance with a target enemy army it is not engaged with by attempting a Maneuver check.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1421","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Advance","trait":["Maneuver"],"actions_number":2,"id":"action-1421","text":" Advance Single Action Source Kingmaker Adventure Path pg. 579 --- Your army attempts to close the distance with a target enemy army it is not engaged with by attempting a Maneuver check. Critical Success The enemy army becomes engaged with your army, even if it previously had the distant condition (in which case it loses that condition and becomes engaged). Success If the target army is distant, it loses that condition; otherwise, it becomes engaged. Failure Your army's attempt to advance fails. Critical Failure Your army's attempt to advance fails, and it becomes disorganized, becoming mired 1 until the start of its next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1421"},{"skill_mod":{},"summary":"The hippogriff makes a talon Strike, then Flies with a +10-foot circumstance bonus to its fly Speed. The hippogriff and its rider gain a +2 …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2794","weakness":{},"name":"Aerial Retreat","actions_number":4,"id":"action-2794","text":" Aerial Retreat Two Actions Source Howl of the Wild pg. 94 --- The hippogriff makes a talon Strike, then Flies with a +10-foot circumstance bonus to its fly Speed. The hippogriff and its rider gain a +2 circumstance bonus to AC against reactions triggered by this movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2794"},{"skill_mod":{},"summary":"You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from …","primary_source":"Secrets of Magic","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=772","weakness":{},"name":"Affix a Fulu","trait":["Manipulate"],"actions_number":2,"id":"action-772","text":" Affix a Fulu Single Action Source Secrets of Magic pg. 158 --- You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-772"},{"skill_mod":{},"summary":"You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair toolkit with both hands. You can …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You must use a repair toolkit ","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2632","weakness":{},"name":"Affix a Talisman","legacy_id":["action-520"],"trait":["Exploration","Manipulate"],"id":"action-2632","text":" Affix a Talisman Source GM Core pg. 263 Requirements You must use a repair toolkit --- You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair toolkit with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again.","category":"action","rarity":"common","slug":"action-2632"},{"skill_mod":{},"summary":"You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The ally is willing to accept your aid, and you have prepared to help (see below).","source":["Core Rulebook"],"trigger":" An ally is about to use an action that requires a skill check or attack roll.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=75","weakness":{},"name":"Aid","actions_number":1,"id":"action-75","text":" Aid Reaction Source Core Rulebook pg. 470 Trigger An ally is about to use an action that requires a skill check or attack roll. Requirements The ally is willing to accept your aid, and you have prepared to help (see below). --- You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally. When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls. Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4. Success You grant your ally a +1 circumstance bonus to the triggering check. Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-75"},{"skill_mod":{},"summary":"Your army attacks with frightening vigor. Attempt a melee Strike against an enemy army's AC.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Merciless ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1427","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"All-Out Assault","trait":["Attack","Cavalry","Infantry"],"actions_number":4,"id":"action-1427","text":" All-Out Assault Two Actions Source Kingmaker Adventure Path pg. 580 Requirements Merciless --- Your army attacks with frightening vigor. Attempt a melee Strike against an enemy army's AC. Critical Success Your army inflicts 3 points of damage to the target army. If your army's next war action this turn is an attack war action against a different target army, you gain a +1 circumstance bonus to the Strike as your fury continues to the new target. Success Your army deals 2 points of damage to the target army. Failure Your army falters, but still deals 1 point of damage to the target army. Critical Failure Your army deals no damage to the target army and becomes outflanked until the start of its next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1427"},{"skill_mod":{},"summary":"You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding your amulet implement and are benefiting from Exploit Vulnerability.","source":["Dark Archives (Remastered)"],"trigger":"The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3548","weakness":{},"name":"Amulet's Abeyance","legacy_id":["action-1229"],"trait":["Magical","Manipulate","Thaumaturge"],"actions_number":1,"id":"action-3548","text":" Amulet's Abeyance Reaction Source Dark Archives (Remastered) pg. 36 Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you. Requirements You’re holding your amulet implement and are benefiting from Exploit Vulnerability. --- You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3548"},{"skill_mod":{},"summary":"You envenom your fangs. If the next fangs Strike you make before the end of your turn hits and deals damage, the Strike deals an additional 1d6 …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=729","frequency":"a number of times per day equal to your level","weakness":{},"name":"Anadi Venom","actions_number":2,"id":"action-729","text":" Anadi Venom Single Action Source The Mwangi Expanse pg. 103 Frequency a number of times per day equal to your level --- You envenom your fangs. If the next fangs Strike you make before the end of your turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to 2d6.","category":"action","actions":"Single Action","rarity":"common","slug":"action-729"},{"skill_mod":{},"summary":"The elk Steps once and then makes an antlers Strike. If it moved and hits, the elk can fling its target into the space it just left, which is forced …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2781","weakness":{},"name":"Antler Catapult","actions_number":4,"id":"action-2781","text":" Antler Catapult Two Actions Source Howl of the Wild pg. 91 --- The elk Steps once and then makes an antlers Strike. If it moved and hits, the elk can fling its target into the space it just left, which is forced movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2781"},{"skill_mod":{},"summary":"You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You used your most recent action this turn to Cast a Spell or make a Spellstrike . You need to meet this requirement only to enter the stance, not to remain in it.","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=756","weakness":{},"name":"Arcane Cascade","trait":["Concentrate","Magus","Stance"],"actions_number":2,"id":"action-756","text":" Arcane Cascade Single Action Source Secrets of Magic pg. 38 Requirements You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it. --- You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).","category":"action","actions":"Single Action","rarity":"common","slug":"action-756"},{"skill_mod":{},"summary":"You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Player Core"],"trigger":"You fall.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2308","weakness":{},"name":"Arrest a Fall","legacy_id":["action-91"],"actions_number":1,"id":"action-2308","text":" Arrest a Fall Reaction Source Player Core pg. 418 Trigger You fall. Requirements You have a fly Speed. --- You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances. Success You take no damage from the fall.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2308"},{"skill_mod":{},"summary":"You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was to Strike with the unfailing bow ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3028","weakness":{},"name":"Arrow Splits Arrow","trait":["Transcendence"],"actions_number":2,"id":"action-3028","text":" Arrow Splits Arrow Single Action Source War of Immortals pg. 47 Requirements Your previous action was to Strike with the unfailing bow --- You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3028"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"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.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=8","weakness":{},"name":"Attack of Opportunity","actions_number":1,"id":"action-8","text":" Attack of Opportunity Reaction Source Core Rulebook pg. 142 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-8"},{"skill_mod":{},"summary":"You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=903","weakness":{},"name":"Automaton Aim","legacy_id":["action-3657"],"actions_number":2,"id":"action-903","text":" Automaton Aim Single Action Source Guns & Gears (Remastered) pg. 36 --- You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-903"},{"skill_mod":{},"summary":"You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2309","weakness":{},"name":"Avert Gaze","legacy_id":["action-92"],"actions_number":2,"id":"action-2309","text":" Avert Gaze Single Action Source Player Core pg. 419 --- You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2309"},{"skill_mod":{},"summary":"You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=511","weakness":{},"name":"Avoid Notice","trait":["Exploration"],"id":"action-511","text":" Avoid Notice Source Core Rulebook pg. 479 --- You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).","category":"action","rarity":"common","slug":"action-511"},{"skill_mod":{},"summary":"The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious , …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The badger isn’t fatigued or raging.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=14","weakness":{},"name":"Badger Rage","trait":["Concentrate","Emotion","Mental"],"actions_number":2,"id":"action-14","text":" Badger Rage Single Action Source Core Rulebook pg. 215 Requirements The badger isn’t fatigued or raging. --- The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can’t voluntarily stop raging. While raging, the badger is affected in the following ways. It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks. It takes a –1 penalty to AC. It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging. After it has stopped raging, it can’t use Badger Rage again for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-14"},{"skill_mod":{},"summary":"You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a square that contains a narrow surface, uneven ground, or another similar feature.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=28","weakness":{},"name":"Balance","trait":["Move"],"actions_number":2,"id":"action-28","text":" Balance Single Action Source Core Rulebook pg. 240 Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature. --- You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground. Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends. Sample Balance Tasks Untrained tangled roots, uneven cobblestones Trained wooden beam Expert deep, loose gravel Master tightrope, smooth sheet of ice Legendary razor’s edge, chunks of floor falling in midair","category":"action","actions":"Single Action","rarity":"common","slug":"action-28"},{"skill_mod":{},"summary":"You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature ( basic Reflex save using your class DC or …","primary_source":"The Mwangi Expanse","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"trigger":"You are hit with an unarmed strike or a strike with a non- reach melee weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=733","frequency":"once per day","weakness":{},"name":"Barbed Quills","actions_number":1,"id":"action-733","text":" Barbed Quills Reaction Source The Mwangi Expanse pg. 123 Frequency once per day Trigger You are hit with an unarmed strike or a strike with a non-reach melee weapon. --- You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes 1d4 persistent bleed damage as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8 and the persistent piercing damage increases by 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-733"},{"skill_mod":{},"summary":"It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This …","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2126","weakness":{},"name":"Base Kinesis","trait":["Impulse","Kineticist","Primal"],"actions_number":4,"id":"action-2126","text":" Base Kinesis Two Actions Source Rage of Elements pg. 16 --- It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2126"},{"skill_mod":{},"summary":"Your army attacks an enemy army with a Strike against the enemy army's AC. You can do so with a melee Strike only if you are engaged with the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1422","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Battle","trait":["Attack"],"actions_number":2,"id":"action-1422","text":" Battle Single Action Source Kingmaker Adventure Path pg. 579 --- Your army attacks an enemy army with a Strike against the enemy army's AC. You can do so with a melee Strike only if you are engaged with the target army. Otherwise, you must use a ranged Strike. An army can attempt a maximum of 5 ranged Strikes per war encounter (unless it has the Increased Ammunition tactic). As with any attack, multiple Strikes in a single round suffer a multiple attack penalty. A siege engine can use the Battle action to attack and damage a fortification. Critical Success You deal 2 points of damage to the army. Success You deal 1 point of damage to the army.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1422"},{"skill_mod":{},"summary":"Your army attempts to patch up an allied army's wounds during battle. Once you attempt this war action on an army, that army is temporarily immune to …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Field Triage ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1428","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Battlefield Medicine","trait":["Infantry","Skirmisher"],"actions_number":6,"id":"action-1428","text":" Battlefield Medicine Three Actions Source Kingmaker Adventure Path pg. 580 Requirements Field Triage --- Your army attempts to patch up an allied army's wounds during battle. Once you attempt this war action on an army, that army is temporarily immune to Battlefield Medicine for the remainder of the war encounter. Attempt a DC 25 Scouting check to successfully sort the army's wounded and provide swift aid. Critical Success You restore 2 HP to the target army. Success You restore 1 HP to the target army. Critical Failure Your attempt to heal the army fails, and that army's weary condition value increases by 1.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1428"},{"skill_mod":{},"summary":"The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=776","weakness":{},"name":"Bay","actions_number":4,"id":"action-776","text":" Bay Two Actions Source Secrets of Magic pg. 228 --- The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a language and don't take any penalty due to not sharing a language. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-776"},{"skill_mod":{},"summary":"You move with a speed belying your strength, carrying your allies as easily as straw dolls. You Stride . At any point you are adjacent to a willing …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3024","weakness":{},"name":"Bear Allies’ Burdens","trait":["Transcendence"],"actions_number":4,"id":"action-3024","text":" Bear Allies’ Burdens Two Actions Source War of Immortals pg. 46 --- You move with a speed belying your strength, carrying your allies as easily as straw dolls. You Stride. At any point you are adjacent to a willing ally during the Stride, you can pick that ally up, and you can deposit them into a space adjacent to you at any other point during your movement. You ignore the ally’s Bulk while carrying them during your Stride. You can Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3024"},{"skill_mod":{},"summary":"The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed , as if the bear had successfully …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The bear’s last action was a successful claw Strike.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=15","weakness":{},"name":"Bear Hug","actions_number":2,"id":"action-15","text":" Bear Hug Single Action Source Core Rulebook pg. 215 Requirements The bear’s last action was a successful claw Strike. --- The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-15"},{"skill_mod":{},"summary":"Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon Strides twice and then Strikes. If the eidolon …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=762","weakness":{},"name":"Beast's Charge","trait":["Eidolon"],"actions_number":4,"id":"action-762","text":" Beast's Charge Two Actions Source Secrets of Magic pg. 61 --- Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon Strides twice and then Strikes. If the eidolon moved at least 20 feet away from its starting position and moved entirely in a straight line, it gains a +1 circumstance bonus to this attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-762"},{"skill_mod":{},"summary":"( fire , healing , light , visual ) You dismiss phoenix form while a fiery corona erupts from you as searing light. Each creature in a 10-foot …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You’re transformed into phoenix form by the monstrosity form spell granted by this feat","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2914","weakness":{},"name":"Blazing Conflagration","actions_number":6,"id":"action-2914","text":" Activate Three Actions Blazing Conflagration; Requirements You’re transformed into phoenix form by the monstrosity form spell granted by this feat; Effect (fire, healing, light, visual) You dismiss phoenix form while a fiery corona erupts from you as searing light. Each creature in a 10-foot burst takes 16d6 fire damage with a basic Fortitude save against your spell DC; creatures that critically fail are blinded for 1 round. You gain 8d6 temporary Hit Points. At 18th level and again at 20th level, the burst deals an additional 2d6 fire damage, and you gain an additional 1d6 temporary Hit Points.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2914"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Harrim is camping with the PCs (but see Learn from a Companion ). Harrim's prayers to Groetus …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1489","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Blend into the Night","trait":["Camping","Concentrate"],"id":"action-1489","text":" Blend into the Night Source Kingmaker Companion Guide pg. 95 --- Nethys note: This camping activity requires that Harrim is camping with the PCs (but see Learn from a Companion). Harrim's prayers to Groetus bring an air of gloom and solitude over the party's campsite. While this causes the PCs to experience morose and somewhat unsettling dreams, it doesn't affect the quality of rest. It does, however, help to make the campsite less attractive to predators or wandering monsters. When checking for wandering encounters during the night (including when made as part of camping), the flat check DC for the encounter is increased by 2.","category":"action","rarity":"common","slug":"action-1489"},{"skill_mod":{},"summary":"Your vampiric animal companion attacks a bleeding foe and drinks its blood. Your companion attempts a Strike against a creature currently taking …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1172","weakness":{},"name":"Blood Feast","actions_number":4,"id":"action-1172","text":" Blood Feast Two Actions Source Book of the Dead pg. 39 --- Your vampiric animal companion attacks a bleeding foe and drinks its blood. Your companion attempts a Strike against a creature currently taking persistent bleed damage. The Strike deals 2d8 additional damage. If the Strike hits and deals damage, your vampiric animal companion gains temporary Hit Points equal to half your level that last for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1172"},{"skill_mod":{},"summary":"The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=558","weakness":{},"name":"Boar Charge","actions_number":4,"id":"action-558","text":" Boar Charge Two Actions Source Advanced Player's Guide pg. 144 --- The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-558"},{"skill_mod":{},"summary":"You board a vehicle through an open top, a door, a portal, or a hatch; if you’re already on board, you can instead use this action to disembark into …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are adjacent to a point of entry on the vehicle you are attempting to board.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=482","weakness":{},"name":"Board","trait":["Move"],"actions_number":2,"id":"action-482","text":" Board Single Action Source Gamemastery Guide pg. 175 Requirements You are adjacent to a point of entry on the vehicle you are attempting to board. --- You board a vehicle through an open top, a door, a portal, or a hatch; if you’re already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle’s point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful Acrobatics or Athletics check with a DC equal to the vehicle’s AC.","category":"action","actions":"Single Action","rarity":"common","slug":"action-482"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Linzi is camping with the PCs (but see Learn from a Companion ). Linzi's enthusiasm inspires …","primary_source":"Kingmaker Companion Guide","trait_group":["Sense","Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1485","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Bolster Confidence","trait":["Auditory","Camping","Concentrate","Linguistic","Mental"],"id":"action-1485","text":" Bolster Confidence Source Kingmaker Companion Guide pg. 47 --- Nethys note: This camping activity requires that Linzi is camping with the PCs (but see Learn from a Companion). Linzi's enthusiasm inspires everyone around her. Checks on all other Camping activities while Linzi does so gain a +1 circumstance bonus. If Linzi is master in Performance, this becomes a +2 circumstance bonus.","category":"action","rarity":"common","slug":"action-1485"},{"skill_mod":{},"summary":"The skeletal constrictor deals 12 piercing damage to the grabbed creature with its sharp ribs; the creature must attempt a basic Fortitude save. If …","primary_source":"Pathfinder #181: Zombie Feast","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The constrictor has a creature grabbed .","source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1268","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Bony Constriction","actions_number":2,"id":"action-1268","text":" Bony Constriction Single Action Source Pathfinder #181: Zombie Feast pg. 77 Requirements The constrictor has a creature grabbed. --- The skeletal constrictor deals 12 piercing damage to the grabbed creature with its sharp ribs; the creature must attempt a basic Fortitude save. If the constrictor is a specialized companion, increase this damage to 20. This uses a trained DC using the constrictor's Constitution modifier, or an expert DC if the constrictor is specialized.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1268"},{"skill_mod":{},"summary":"If you're an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else's arcane spellbook, arcane witch familiar, …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2373","weakness":{},"name":"Borrow an Arcane Spell","legacy_id":["action-32"],"trait":["Concentrate","Exploration"],"id":"action-2373","text":" Borrow an Arcane Spell Source Player Core pg. 234 --- If you're an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else's arcane spellbook, arcane witch familiar, or the like. The GM sets the DC for the check based on the spell's rank and rarity; it's typically a bit easier than Learning the Spell. Success You prepare the borrowed spell as part of your normal spell preparation. Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to borrow this spell again until the next time you prepare spells.","category":"action","rarity":"common","slug":"action-2373"},{"skill_mod":{},"summary":"The antelope Leaps twice. If it has a rider, it can leave them in an empty space as it Leaps out of it.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2780","weakness":{},"name":"Bounding Retreat","actions_number":4,"id":"action-2780","text":" Bounding Retreat Two Actions Source Howl of the Wild pg. 90 --- The antelope Leaps twice. If it has a rider, it can leave them in an empty space as it Leaps out of it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2780"},{"skill_mod":{},"summary":"The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2795","weakness":{},"name":"Breach","actions_number":4,"id":"action-2795","text":" Breach Two Actions Source Howl of the Wild pg. 95 --- The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water’s surface). After the Strike, the orca splashes back down into the water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2795"},{"skill_mod":{},"summary":"You can attempt to Escape with a +2 status bonus on your check, then Stride up to twice your Speed in a straight line, and finally make a melee …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3009","weakness":{},"name":"Break Free","trait":["Transcendence"],"actions_number":4,"id":"action-3009","text":" Break Free Two Actions Source War of Immortals pg. 43 --- You can attempt to Escape with a +2 status bonus on your check, then Stride up to twice your Speed in a straight line, and finally make a melee Strike. If you don’t need to Escape or you can’t move or choose not to, you still take the other actions listed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3009"},{"skill_mod":{},"summary":"Your foes are but dross from which you carve and shoot your legend. Make a melee Strike and then a ranged Strike with a combination weapon, both …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1457","weakness":{},"name":"Break Them Down","trait":["Gunslinger"],"actions_number":4,"id":"action-1457","text":" Break Them Down Two Actions Source Impossible Lands pg. 108 --- Your foes are but dross from which you carve and shoot your legend. Make a melee Strike and then a ranged Strike with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee Strike hits, you gain a +1 circumstance bonus to the attack roll with the ranged Strike. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both Strikes hit, you deal an additional 2d6 persistent bleed damage to the enemy, and they're dazzled until this persistent bleed damage ends.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1457"},{"skill_mod":{},"summary":"Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against …","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class-Specific","School"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=767","weakness":{},"school":"evocation","name":"Breath Weapon","trait":["Arcane","Eidolon","Evocation"],"actions_number":4,"id":"action-767","text":" Breath Weapon Two Actions Source Secrets of Magic pg. 64 --- Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-767"},{"skill_mod":{},"summary":"You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"cost":"A bribe worth at least one-tenth of the Currency per Additional PC listed on Table 10–9: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check.","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’ve successfully Gained a Contact (see below).","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=465","weakness":{},"name":"Bribe Contact","trait":["Downtime","Secret"],"id":"action-465","text":" Bribe Contact Source Gamemastery Guide pg. 163 Cost A bribe worth at least one-tenth of the Currency per Additional PC listed on Table 10–9: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check. Requirements You’ve successfully Gained a Contact (see below). --- You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check. Success The contact accepts the bribe and you gain 1 EP. Failure You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. Critical Failure As failure, but adding 2 AP to the infiltration.","category":"action","rarity":"common","slug":"action-465"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=131","weakness":{},"name":"Brutal Finish","actions_number":2,"id":"action-131","text":" Activate Single Action Brutal Finish; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-131"},{"skill_mod":{},"summary":"The war pig transforms any fear it feels into fury before kicking wildly. Reduce the war pig’s frightened value by 1 (minimum 0). The war pig then …","primary_source":"Pathfinder #207: Resurrection Flood","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3168","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Bucking Frenzy","actions_number":4,"id":"action-3168","text":" Bucking Frenzy Two Actions Source Pathfinder #207: Resurrection Flood pg. 79 --- The war pig transforms any fear it feels into fury before kicking wildly. Reduce the war pig’s frightened value by 1 (minimum 0). The war pig then makes hoof Strikes against up to three different foes within its reach. These Strikes each take a –2 penalty to their attack rolls unless the war pig began its turn with the frightened condition. Each attack counts toward the war pig’s multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3168"},{"skill_mod":{},"summary":"You order your kingdom's engineers to construct a network of robust roads through the hex. Travel along roads uses a terrain type one step better …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The hex in which you seek to build roads must be claimed by your kingdom.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1390","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Build Roads","trait":["Downtime","Region"],"id":"action-1390","text":" Build Roads Source Kingmaker Adventure Path pg. 523 Requirements The hex in which you seek to build roads must be claimed by your kingdom. --- You order your kingdom's engineers to construct a network of robust roads through the hex. Travel along roads uses a terrain type one step better than the surrounding terrain; for example, roads through forest hexes—normally difficult terrain—allow travel as if it were open terrain. Spend RP as determined by the hex's most inhospitable terrain (see Building on Rough Terrain on page 519; if the hex includes any rivers that cross the hex from one hex side to any other, you must spend double the normal RP cost to also build bridges; this adds the Bridge structure to that hex). Then attempt a basic check. Work with the GM to determine where your roads appear on the map. Critical Success You build roads into the target hex and one adjacent claimed hex that doesn't yet have roads and whose terrain features are at least as hospitable as those of the target hex. If no adjacent hex is appropriate, treat this result as a Success instead. Success You build roads in the hex. Failure You fail to build roads in the hex. Critical Failure Your attempt to build roads ends in disaster. Not only do you fail to build roads, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1390"},{"skill_mod":{},"summary":"You attempt to build a structure in the settlement that's granting the Civic activity. You may choose any structure for which you meet the …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1372","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Build Structure","trait":["Civic","Downtime"],"id":"action-1372","text":" Build Structure Source Kingmaker Adventure Path pg. 518 --- You attempt to build a structure in the settlement that's granting the Civic activity. You may choose any structure for which you meet the requirements. Select the appropriate number of contiguous buildable lots in a single block as specified by the structure's entry and spend the specified RP and Commodity cost. Then attempt the structure's skill check. You can also use this activity to attempt to repair a structure that was damaged as the result of an event but hasn't been replaced by Rubble. To do this, first spend half the structure's listed RP and Commodity cost, and then attempt the specified check. The existing structure gives you a +2 item bonus to the check. On a success, record the new construction on the Urban Grid. Unless the structure's entry states otherwise, its effects are immediate; if the structure adjusts a Ruin's point total, adjust it upon construction. Critical Success You construct or repair the structure with great efficiency and get back half of the Commodities spent in construction or repair. Success You construct or repair the structure. Failure You fail to construct or repair the structure. You can try to complete it next Kingdom turn; if you do so, you do not need to re-pay the RP and Commodity cost. Critical Failure You fail to construct the structure; if you were attempting to repair a damaged structure, it is reduced to Rubble. In either event, Rubble now fills the structure's lots, which must be cleared with the Demolish activity before you can attempt to Build a Structure in them again.","category":"action","rarity":"common","slug":"action-1372"},{"skill_mod":{},"summary":"If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round.","source":["Gamemastery Guide"],"trigger":"You attempt a melee Strike against your opponent, but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=471","weakness":{},"name":"Bullying Press","trait":["Flourish"],"actions_number":1,"id":"action-471","text":" Bullying Press Reaction Source Gamemastery Guide pg. 167 Trigger You attempt a melee Strike against your opponent, but haven’t rolled yet. Requirements You’re in a duel, you’re trained in Intimidation, and you rolled an Intimidation check for initiative this round. --- If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-471"},{"skill_mod":{},"summary":"You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a burrow Speed.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=93","weakness":{},"name":"Burrow","trait":["Move"],"actions_number":2,"id":"action-93","text":" Burrow Single Action Source Core Rulebook pg. 472 Requirements You have a burrow Speed. --- You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.","category":"action","actions":"Single Action","rarity":"common","slug":"action-93"},{"skill_mod":{},"summary":"Your mole Burrows and makes a Strike. If the mole began its movement underground, the target is off-guard for this attack.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2785","weakness":{},"name":"Burrowing Ambush","actions_number":4,"id":"action-2785","text":" Burrowing Ambush Two Actions Source Howl of the Wild pg. 92 --- Your mole Burrows and makes a Strike. If the mole began its movement underground, the target is off-guard for this attack.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2785"},{"skill_mod":{},"summary":"Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3541","weakness":{},"name":"Calculate Threats","legacy_id":["action-1225"],"trait":["Mental","Psyche","Psychic"],"actions_number":2,"id":"action-3541","text":" Calculate Threats Single Action Source Dark Archives (Remastered) pg. 16 --- Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3541"},{"skill_mod":{},"summary":"You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. ","primary_source":"Advanced Player's Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=601","weakness":{},"name":"Call Companion","trait":["Exploration"],"id":"action-601","text":" Call Companion Source Advanced Player's Guide pg. 160 --- You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. ","category":"action","rarity":"common","slug":"action-601"},{"skill_mod":{},"summary":"You spend 1 minute calling for a different follower, switching your active follower for another of your followers.","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3454","weakness":{},"name":"Call Follower","trait":["Exploration"],"id":"action-3454","text":" Call Follower Source Battlecry! pg. 83 --- You spend 1 minute calling for a different follower, switching your active follower for another of your followers.","category":"action","rarity":"common","slug":"action-3454"},{"skill_mod":{},"summary":"Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a saving throw against a magical effect, but you haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1","weakness":{},"name":"Call on Ancient Blood","actions_number":1,"id":"action-1","text":" Call on Ancient Blood Reaction Source Core Rulebook pg. 35 Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet. --- Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1"},{"skill_mod":{},"summary":"You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a …","primary_source":"The Mwangi Expanse","trait_group":["Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You are about to attempt a check to Recall Knowledge .","source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=731","frequency":"once per day","weakness":{},"name":"Call to Axis","trait":["Fortune"],"actions_number":0,"id":"action-731","text":" Call to Axis Free Action Source The Mwangi Expanse pg. 107 Frequency once per day Requirements You are about to attempt a check to Recall Knowledge. --- You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-731"},{"skill_mod":{},"summary":"With a simple flourish of your hand, you cause your autonomous spear or polearm to teleport into your grip, provided you’re on the same plane as your …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3528","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Call to Hand","actions_number":2,"id":"action-3528","text":" Call to Hand Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 --- With a simple flourish of your hand, you cause your autonomous spear or polearm to teleport into your grip, provided you’re on the same plane as your weapon. If you’re level 20, you can call to hand your weapon regardless of where it’s located. If your weapon is wielded by a mythic creature that’s higher level than you, you must spend a Mythic Point to Call to Hand the weapon, otherwise this action fails—you know why it failed, but you don’t learn who has control of your weapon.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3528"},{"skill_mod":{},"summary":"You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury , but you haven’t rolled yet","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=320","weakness":{},"name":"Call Upon the Brightness","actions_number":1,"id":"action-320","text":" Call Upon the Brightness Reaction Source Character Guide pg. 27 Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury , but you haven’t rolled yet --- You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.","category":"action","actions":"Reaction","rarity":"common","slug":"action-320"},{"skill_mod":{},"summary":"Your warshard weapon teleports into your hand, as long as you and your warshard weapon are on the same planet. At 15th level, you need only be on the …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are not holding your warshard weapon, and you have a hand or hands free to be able to wield your warshard weapon;","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3534","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Call Warshard Weapon","actions_number":2,"id":"action-3534","text":" Call Warshard Weapon Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 Requirements You are not holding your warshard weapon, and you have a hand or hands free to be able to wield your warshard weapon; --- Your warshard weapon teleports into your hand, as long as you and your warshard weapon are on the same planet. At 15th level, you need only be on the same plane as your warshard weapon to call it, and at 18th level, you can call your warshard weapon across any distance. If your warshard weapon is in the possession of a mythic creature that’s higher level than you or placed in an area where teleportation magic doesn’t function, attempt a DC 16 flat check. On a success, your warshard weapon still teleports to your hand.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3534"},{"skill_mod":{},"summary":"You spend an hour concealing the camp from potential threats by covering tents with branches, ensuring campfire placement minimizes the spread of …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"trained in Stealth ","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1472","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Camouflage Campsite","trait":["Camping","Manipulate","Secret"],"id":"action-1472","text":" Camouflage Campsite Source Kingmaker Companion Guide pg. 109 Requirements trained in Stealth --- You spend an hour concealing the camp from potential threats by covering tents with branches, ensuring campfire placement minimizes the spread of scent or smoke, reminding others to avoid making too many loud noises, and so on. Attempt a Stealth check against the Zone DC. You can only attempt to Camouflage Campsite once per camping session, regardless of the activity's result. Critical Success Your camouflage attempt exceeds expectation. Increase the Encounter DC for your camp by 2. The first time a flat check would result in an encounter during this camping session, instead treat that result as a failure with no encounter. Success Your work helps hide your camp from detection. Increase the Encounter DC for your camp by 1. Critical Failure You believe you've done well at your camouflage attempt but have actually forgotten something important or accidentally did something to make the campsite more noticeable. Decrease the Encounter DC for your camp by 2, and flat checks made to determine encounters result in a critical success on a roll of 19 or 20.","category":"action","rarity":"common","slug":"action-1472"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Jubilost is camping with the PCs (but see Learn from a Companion ). Jubilost helps organize …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1484","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Camp Management","trait":["Camping","Concentrate","Manipulate"],"id":"action-1484","text":" Camp Management Source Kingmaker Companion Guide pg. 35 --- Nethys note: This camping activity requires that Jubilost is camping with the PCs (but see Learn from a Companion). Jubilost helps organize Camping activities to be more efficient, allowing the campers to attempt additional Camping activities during the camping session. Jubilost attempts a Survival check against the Zone DC to determine how helpful his management is. Critical Success Jubilost's advice speeds things along significantly. During the hour immediately following this critical success, each PC may attempt two Camping activities instead of one. This success does not increase the number of activities companions may attempt. Success As critical success, but only one PC may attempt two Camping activities during the next hour. Critical Failure Jubilost's advice backfires, resulting in inefficiencies during the rest of the camping session. All checks made to resolve Camping activities take a –2 circumstance penalty for the remainder of this camping session.","category":"action","rarity":"common","slug":"action-1484"},{"skill_mod":{},"summary":"You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You must be within the influence of a settlement that contains at least one Bank.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1407","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Capital Investment","trait":["Downtime","Leadership"],"id":"action-1407","text":" Capital Investment Source Kingmaker Adventure Path pg. 529 Requirements You must be within the influence of a settlement that contains at least one Bank. --- You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from enemies, magical or alchemical items, and so on. Your contribution generates economic activity in the form of RP that can be used during your current Kingdom turn or on the next Kingdom turn (your choice). You can use Capital Investment to repay funds from Tap Treasury (page 528). In this case, no roll is needed and you simply deduct the appropriate amount of funds from your personal wealth to pay back that which was borrowed. When you use Capital Investment to generate RP, the amount of gp required to make an investment is set by your kingdom's level. Investments below this amount cause your attempt at Capital Investment to suffer an automatic critical failure, while investments above this amount are lost. The investment required is equal to the value listed on Table 10–9: Party Treasure by Level in the Pathfinder Core Rulebook (page 509); use the value for your kingdom's level under the “Currency per Additional PC” as the required investment value. This is a basic check. Critical Success Your kingdom reaps the benefits of your investment. Immediately roll 4 Resource Dice. Gain RP equal to the result. Success Your investment helps the economy. Immediately roll 2 Resource Dice. Gain RP equal to the result. Failure Your investment ends up being used to shore up shortfalls elsewhere. Gain 1d4 RP. Critical Failure Your investment is embezzled, lost, or otherwise misappropriated. Choose one of the following: either roll 1 Resource Die and gain RP equal to the result and also increase your Crime by an equal amount, or gain 0 RP and increase Crime by 1.","category":"action","rarity":"common","slug":"action-1407"},{"skill_mod":{},"summary":"You focus your attention on a creature within 30 feet, overwhelming its senses. The creature must succeed at a Will save against your class DC or be …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific","Sense"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3012","weakness":{},"name":"Captivating Charm","trait":["Concentrate","Emotion","Mental","Transcendence","Visual"],"actions_number":4,"id":"action-3012","text":" Captivating Charm Two Actions Source War of Immortals pg. 44 --- You focus your attention on a creature within 30 feet, overwhelming its senses. The creature must succeed at a Will save against your class DC or be fascinated by you until the start of your next turn. The condition ends if you use a hostile action against the target, but not if you use a hostile action against its allies.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3012"},{"skill_mod":{},"summary":"The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1045","weakness":{},"name":"Careful Withdraw","actions_number":4,"id":"action-1045","text":" Careful Withdraw Two Actions Source Grand Bazaar pg. 72 --- The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1045"},{"skill_mod":{},"summary":"You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=72","weakness":{},"name":"Cast a Spell","id":"action-72","text":" Cast a Spell Source Core Rulebook pg. 302 --- You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs. Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, “Reaction verbal.” Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below). Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as “Three Actions material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell. Material (manipulate) Somatic (manipulate) Verbal (concentrate) Focus (manipulate) Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear here.","category":"action","rarity":"common","slug":"action-72"},{"skill_mod":{},"primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=797","weakness":{},"name":"Cast a Spell (add 1 action)","id":"action-797","text":" Activate Cast a Spell (add 1 action); ","category":"action","rarity":"common","slug":"action-797"},{"skill_mod":{},"summary":"You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4085","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; the activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-4085","text":" Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet.","category":"action","rarity":"common","slug":"action-4085"},{"skill_mod":{},"summary":"You Cast the Spell, and can choose to give it the nonlethal trait.","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4081","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; the activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>;","id":"action-4081","text":" Activate Cast a Spell; the activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions;; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait.","category":"action","rarity":"common","slug":"action-4081"},{"skill_mod":{},"summary":"You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1827","frequency":"once per day, plus overcharge","weakness":{},"name":"Cast a Spell; This activation takes <%ACTION.TYPES#3%%> if the spell normally takes <%ACTION.TYPES#2%%> to cast, or <%ACTION.TYPES#4%%> if the spell normally takes <%ACTION.TYPES#3%%>","id":"action-1827","text":" Activate Cast a Spell; This activation takes Two Actions if the spell normally takes Single Action to cast, or Three Actions if the spell normally takes Two Actions; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative.","category":"action","rarity":"common","slug":"action-1827"},{"skill_mod":{},"summary":"The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=17","weakness":{},"name":"Cat Pounce","trait":["Flourish"],"actions_number":2,"id":"action-17","text":" Cat Pounce Single Action Source Core Rulebook pg. 215 --- The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.","category":"action","actions":"Single Action","rarity":"common","slug":"action-17"},{"skill_mod":{},"summary":"You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1395","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Celebrate Holiday","trait":["Downtime","Leadership"],"id":"action-1395","text":" Celebrate Holiday Source Kingmaker Adventure Path pg. 524 --- You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors and give them a chance to make merry at the kingdom's expense. Attempt a basic check, but if your kingdom Celebrated a Holiday the previous turn, the DC increases by 4, as your kingdom hasn't had a chance to recover from the previous gala. Critical Success Your holidays are a delight to your people. The event is expensive, but incidental income from the celebrants covers the cost. You gain a +2 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn. Success Your holidays are a success, but they're also expensive. You gain a +1 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn. Immediately roll 1 Resource Die and spend RP equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead. Failure The holiday passes with little enthusiasm, but is still expensive. Immediately roll 1 Resource Die and spend RP equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead. Critical Failure Your festival days are poorly organized, and the citizens actively mock your failed attempt to celebrate. During the next turn, reduce your Resource Dice total by 4. The failure also causes you to take a –1 circumstance penalty to Loyalty-based checks until the end of the next Kingdom turn.","category":"action","rarity":"common","slug":"action-1395"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are a master with the affixed weapon","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=132","weakness":{},"name":"Certain Strike","actions_number":2,"id":"action-132","text":" Activate Single Action Certain Strike; Requirements You are a master with the affixed weapon; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-132"},{"skill_mod":{},"summary":"You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks …","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Tradition","Mechanics","School"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=730","weakness":{},"school":"transmutation","name":"Change Shape","trait":["Anadi","Arcane","Concentrate","Polymorph","Transmutation"],"actions_number":2,"id":"action-730","text":" Change Shape Single Action Source The Mwangi Expanse pg. 103 --- You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat-footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.","category":"action","actions":"Single Action","rarity":"common","slug":"action-730"},{"skill_mod":{},"summary":"You change your tradition focus to another magical tradition.","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a duel and are trained in the skill for the tradition you’re changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine).","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=475","weakness":{},"name":"Change Tradition Focus","actions_number":2,"id":"action-475","text":" Change Tradition Focus Single Action Source Gamemastery Guide pg. 167 Requirements You are in a duel and are trained in the skill for the tradition you’re changing your focus to (Arcana for arcane, Occultism for occult, Nature for primal, or Religion for divine). --- You change your tradition focus to another magical tradition.","category":"action","actions":"Single Action","rarity":"common","slug":"action-475"},{"skill_mod":{},"summary":"You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action …","primary_source":"Rage of Elements","trait_group":["Mechanics","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your kinetic gate isn't active.","source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2124","weakness":{},"name":"Channel Elements","trait":["Aura","Kineticist","Primal"],"actions_number":2,"id":"action-2124","text":" Channel Elements Single Action Source Rage of Elements pg. 15 Requirements Your kinetic gate isn't active. --- You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2124"},{"skill_mod":{},"summary":"Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"A critical hit deals physical damage to you","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=904","weakness":{},"name":"Chassis Deflection","legacy_id":["action-3658"],"actions_number":1,"id":"action-904","text":" Chassis Deflection Reaction Source Guns & Gears (Remastered) pg. 40 Trigger A critical hit deals physical damage to you --- Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","category":"action","actions":"Reaction","rarity":"common","slug":"action-904"},{"skill_mod":{},"summary":"Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2130","weakness":{},"name":"Circling Flyby","actions_number":4,"id":"action-2130","text":" Circling Flyby Two Actions Source Rage of Elements pg. 40 --- Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2130"},{"skill_mod":{},"summary":"Your surveyors fully explore the hex and attempt to add it into your kingdom's domain. Spend 1 RP and then attempt a basic Exploration, Intrigue, …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have Reconnoitered the hex to be claimed during hexploration. This hex must be adjacent to at least one hex that's already part of your kingdom. If the hex to be claimed contains dangerous hazards or monsters, they must first be cleared out—either via standard adventuring or the Clear Hex activity.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1373","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Claim Hex","trait":["Downtime","Region"],"id":"action-1373","text":" Claim Hex Source Kingmaker Adventure Path pg. 518 Requirements You have Reconnoitered the hex to be claimed during hexploration. This hex must be adjacent to at least one hex that's already part of your kingdom. If the hex to be claimed contains dangerous hazards or monsters, they must first be cleared out—either via standard adventuring or the Clear Hex activity. --- Your surveyors fully explore the hex and attempt to add it into your kingdom's domain. Spend 1 RP and then attempt a basic Exploration, Intrigue, Magic, or Wilderness check. Critical Success You claim the hex and immediately add it to your territory, increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). Your occupation of the hex goes so smoothly that you can immediately attempt another Region activity. Success You claim the hex and add it to your territory, increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). Failure You fail to claim the hex. Critical Failure You fail to claim the hex, and a number of early settlers and explorers are lost, causing you to take a –1 circumstance penalty to Stability-based checks until the end of your next Kingdom turn. Special At 1st level, when selecting the three activities you take during the Region Activities step of the Activity phase of the Kingdom turn, you may select this activity no more than once. Once your kingdom reaches 4th level, you may select it up to twice per turn, and after reaching 9th level you may select it up to three times per turn. When you successfully claim a hex, gain 10 kingdom XP (see Hex Claim XP Awards). Many hexes have terrain features that grant benefits to your kingdom when claimed; see Terrain Features.","category":"action","rarity":"common","slug":"action-1373"},{"skill_mod":{},"summary":"You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1399","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Clandestine Business","trait":["Downtime","Leadership"],"id":"action-1399","text":" Clandestine Business Source Kingmaker Adventure Path pg. 526 --- You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities to the government, but the common citizens will be more than upset if they find out! This starts as a basic check against your Control DC, but every subsequent Kingdom turn you pursue Clandestine Business, the DC increases by 2. Every Kingdom turn that passes without Clandestine Business reduces the DC by 1 (until you reach your Control DC). Critical Success Immediately roll 2 Resource Dice. Gain RP equal to the result. In addition, you gain 1d4 Luxury Commodities. The public is none the wiser. Success Either immediately roll 2 Resource Dice and gain RP equal to the result, or gain 1d4 Luxury Commodities. Regardless of your choice, rumors spread about where the government is getting these “gifts.” Increase Unrest by 1. Failure Immediately roll 1 Resource Die and gain RP equal to the result. Rumors are backed up with eyewitness accounts. Increase Unrest by 1 and Corruption by 1. Critical Failure You gain nothing from the Clandestine Business but angry citizens. Increase Unrest by 1d6, Corruption by 2, and one other Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1399"},{"skill_mod":{},"summary":"You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament . This takes 10 minutes. Attempt a counteract …","primary_source":"Secrets of Magic","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=774","weakness":{},"name":"Cleanse Soul Path","trait":["Exploration"],"id":"action-774","text":" Cleanse Soul Path Source Secrets of Magic pg. 234 --- You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption . The counteract level is half your level rounded up, and the counteract check modifier is your Religion modifier. If successful, reduce the stage of your soulforged corruption by 1 (to a minimum of Stage 1).","category":"action","rarity":"common","slug":"action-774"},{"skill_mod":{},"summary":"You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a two-handed firearm or two-handed crossbow.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=918","weakness":{},"name":"Clear a Path","legacy_id":["action-3687"],"trait":["Gunslinger"],"actions_number":2,"id":"action-918","text":" Clear a Path Single Action Source Guns & Gears (Remastered) pg. 110 Requirements You're wielding a two-handed firearm or two-handed crossbow. --- You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the Athletics check. If your last action or activity included a ranged Strike with the weapon, use the same multiple attack penalty as the last Strike you attempted with the weapon for the Shove; the Shove still counts toward your multiple attack penalty on further attacks as normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-918"},{"skill_mod":{},"summary":"Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1374","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Clear Hex","trait":["Downtime","Region"],"id":"action-1374","text":" Clear Hex Source Kingmaker Adventure Path pg. 518 --- Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous hazard, or an encounter. If you're trying to prepare a hex for a settlement or demolish an improvement you previously built (or that was already present in the hex), spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar nearby). Then attempt a basic Engineering check. If you're trying to remove a hazard or encounter, instead attempt an Exploration check. The DC of this check is set by the highest level creature or hazard in the hex (as set by Table 10–5: DCs by Level). If the hex you're attempting to Clear has existing Ruins or an existing Structure, your action doesn't physically remove the buildings from the area and you can later incorporate these buildings (or repair ruined ones) into a Settlement you build here later (see page 542). Regardless of the skill used, increase the basic DC by 2 if the hex to be cleared is not yet part of your kingdom. Critical Success You successfully clear the hex. If you spent RP to attempt this activity, you're refunded half of the RP cost. If you were removing dangerous creatures (but not hazards) from the hex, your explorers and mercenaries recover 2 Luxury Commodities as treasure. Success You successfully clear the hex. Failure You fail to clear the hex. Critical Failure You catastrophically fail to clear the hex and several workers lose their lives. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1374"},{"skill_mod":{},"summary":"You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have both hands free.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=33","weakness":{},"name":"Climb","trait":["Move"],"actions_number":2,"id":"action-33","text":" Climb Single Action Source Core Rulebook pg. 241 Requirements You have both hands free. --- You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed. Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet). Critical Failure You fall. If you began the climb on stable ground, you fall and land prone. Sample Climb Tasks Untrained ladder, steep slope, low-branched tree Trained rigging, rope, typical tree Expert wall with small handholds and footholds Master ceiling with handholds and footholds, rock wall Legendary smooth surface","category":"action","actions":"Single Action","rarity":"common","slug":"action-33"},{"skill_mod":{},"summary":"It’s said that Sun Wukong tucked this magical staff behind his ear during his travels. When not in use, the Staff of Sun Wukong shrinks to the size …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2933","weakness":{},"name":"Close at Hand","actions_number":0,"id":"action-2933","text":" Activate Free Action Close at Hand; Effect It’s said that Sun Wukong tucked this magical staff behind his ear during his travels. When not in use, the Staff of Sun Wukong shrinks to the size and weight of a needle or toothpick, making it highly concealable (+4 circumstance bonus to Stealth checks to hide it from sight). In this form, the item has negligible Bulk. You can Activate this ability again to return the staff to its normal size.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2933"},{"skill_mod":{},"summary":"You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a …","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2812","frequency":"once per 10 minutes","weakness":{},"name":"Clue In","trait":["Concentrate","Investigator"],"actions_number":1,"id":"action-2812","text":" Clue In Reaction Source Player Core 2 pg. 102 Frequency once per 10 minutes Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations. --- You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2812"},{"skill_mod":{},"summary":"With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=52","weakness":{},"name":"Coerce","trait":["Auditory","Concentrate","Emotion","Exploration","Linguistic","Mental"],"id":"action-52","text":" Coerce Source Core Rulebook pg. 247 --- With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions page. Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term. Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.","category":"action","rarity":"common","slug":"action-52"},{"skill_mod":{},"summary":"You brandish your spirit dwelling at the location where a haunt , ghost , or other incorporeal undead was destroyed within the last minute …","primary_source":"Book of the Dead","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding your spirit dwelling ","source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1160","weakness":{},"name":"Collect Spirit Remnant","trait":["Concentrate","Manipulate"],"actions_number":6,"id":"action-1160","text":" Collect Spirit Remnant Three Actions Source Book of the Dead pg. 23 Requirements You're holding your spirit dwelling --- You brandish your spirit dwelling at the location where a haunt, ghost, or other incorporeal undead was destroyed within the last minute and pray or recite ritual incantations. You coax the spirit remnant into your spirit dwelling.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1160"},{"skill_mod":{},"summary":"Tax collectors travel through the lands to collect funds for the betterment of the kingdom. Attempt a basic check.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1410","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Collect Taxes","trait":["Commerce","Downtime"],"id":"action-1410","text":" Collect Taxes Source Kingmaker Adventure Path pg. 530 --- Tax collectors travel through the lands to collect funds for the betterment of the kingdom. Attempt a basic check. Critical Success Your tax collectors are wildly successful! For the remainder of the Kingdom turn, gain a +2 circumstance bonus to Economy-based checks. Success Your tax collectors gather enough to grant you a +1 circumstance bonus to Economy-based checks for the remainder of the Kingdom turn. If you attempted to Collect Taxes during the previous turn, increase Unrest by 1. Failure As success, but the people are unhappy about taxes—increase Unrest by 1 (or by 2 if you attempted to Collect Taxes the previous turn). Critical Failure Your tax collectors encounter resistance from the citizens and their attempts to gather taxes are rebuffed. While the tax collectors still manage to gather enough taxes to support essential government needs, they have angered the kingdom's citizens and encouraged rebellious acts. Increase Unrest by 2, and choose one Ruin to increase by 1.","category":"action","rarity":"common","slug":"action-1410"},{"skill_mod":{},"summary":"You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1016","weakness":{},"name":"Command","actions_number":4,"id":"action-1016","text":" Activate Two Actions Command; Effect You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can Dismiss the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1016"},{"skill_mod":{},"summary":"( auditory , concentrate ) You instruct your construct companion to act as you instruct it, and according to its programming. Your construct …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3632","weakness":{},"name":"Command a Construct","actions_number":2,"id":"action-3632","text":" Command a Construct Single Action Source Guns & Gears (Remastered) pg. 32 --- (auditory, concentrate) You instruct your construct companion to act as you instruct it, and according to its programming. Your construct companion gains 2 actions during this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3632"},{"skill_mod":{},"summary":"You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2400","weakness":{},"name":"Command an Animal","legacy_id":["action-58"],"trait":["Auditory","Concentrate"],"actions_number":2,"id":"action-2400","text":" Command an Animal Single Action Source Player Core pg. 242 --- You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then make a Strike. Success The animal does as you command on its next turn. Failure The animal is hesitant or resistant, and it does nothing. Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2400"},{"skill_mod":{},"summary":"You spend 10 minutes drawing, writing, or inscribing, covering the missive's surface with text, images, or embossing.","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1591","weakness":{},"name":"Compose Missive","legacy_id":["action-3754"],"trait":["Exploration","Manipulate"],"id":"action-1591","text":" Compose Missive Source Treasure Vault (Remastered) pg. 84 --- You spend 10 minutes drawing, writing, or inscribing, covering the missive's surface with text, images, or embossing.","category":"action","rarity":"common","slug":"action-1591"},{"skill_mod":{},"summary":"You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=61","weakness":{},"name":"Conceal an Object","trait":["Manipulate","Secret"],"actions_number":2,"id":"action-61","text":" Conceal an Object Single Action Source Core Rulebook pg. 251 --- You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success). You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object. Success The object remains undetected. Failure The searcher finds the object.","category":"action","actions":"Single Action","rarity":"common","slug":"action-61"},{"skill_mod":{},"summary":"You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your last action or spell this turn had the acid , cold , electricity , fire , or sonic trait.","source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=704","weakness":{},"name":"Conduct Energy","actions_number":0,"id":"action-704","text":" Conduct Energy Free Action Source Ancestry Guide pg. 139 Requirements Your last action or spell this turn had the acid, cold, electricity, fire, or sonic trait. --- You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits.","category":"action","actions":"Free Action","rarity":"common","slug":"action-704"},{"skill_mod":{},"summary":"You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise …","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=550","weakness":{},"name":"Confident Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"action-550","text":" Confident Finisher Single Action Source Advanced Player's Guide pg. 85 --- You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-550"},{"skill_mod":{},"summary":"The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save against your class DC. If the snake …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The snake has a smaller creature grabbed .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2285","weakness":{},"name":"Constrict","actions_number":2,"id":"action-2285","text":" Constrict Single Action Source Player Core pg. 210 Requirements The snake has a smaller creature grabbed. --- The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save against your class DC. If the snake is a specialized animal companion, increase this damage to 20.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2285"},{"skill_mod":{},"summary":"You spend 2 hours preparing a meal. Expend 2 basic ingredients per serving you wish to prepare, as well as 1 day's rations, or provisions from …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1473","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Cook Basic Meal","trait":["Camping","Manipulate"],"id":"action-1473","text":" Cook Basic Meal Source Kingmaker Companion Guide pg. 110 --- You spend 2 hours preparing a meal. Expend 2 basic ingredients per serving you wish to prepare, as well as 1 day's rations, or provisions from Subsisting, per serving. Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a DC 22 Survival check or a DC 18 Cooking Lore check to determine the effectiveness of your basic meal. Critical Success You prepare a delicious meal. A character who eats this meal recovers Hit Points equal to their Constitution modifier (minimum 1) multiplied by twice their level when they rest during this camping session instead of the normal amount, and they gain a +1 status bonus to all saving throws until they complete their daily preparations, or begin adventuring again. Success You prepare a meal. A character who eats it gains a +1 status bonus to all saving throws until they complete their daily preparations or begin adventuring again. Failure Your meal fills bellies, but has no other effects. Critical Failure Your meal wreaks havoc on digestion. A character who partook of this meal becomes sickened 1 until after they rest and complete their daily preparations.","category":"action","rarity":"common","slug":"action-1473"},{"skill_mod":{},"summary":"You spend 2 hours preparing a special meal. Choose a special meal whose recipe the party knows and then expend the basic and special ingredients …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"knowledge of the recipe","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1474","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Cook Special Meal","trait":["Camping","Manipulate"],"id":"action-1474","text":" Cook Special Meal Source Kingmaker Companion Guide pg. 110 Requirements knowledge of the recipe --- You spend 2 hours preparing a special meal. Choose a special meal whose recipe the party knows and then expend the basic and special ingredients required for each serving you wish to prepare, as well as 1 day's rations, or provisions from Subsisting, per serving. Special meal recipes are formulas you can purchase at a settlement or discover on your own with the Discover Special Meal activity. Cook Special Meal can be attempted multiple times during a camping session, but each attempt must use a different recipe. A character who is sickened can't eat a special meal or gain its benefits. Once the party finishes all Camping activities and the characters have chosen which meals they wish to eat, attempt a Survival check or a Cooking Lore check to determine the effectiveness of your special meal. The DC of the check required varies by recipe. Unless the special meal's description says otherwise, its effects last until the next time the party prepares a camp or 24 hours, whichever comes first. Critical Success The character gains the recipe's listed critical success effect. Success The character gains the recipe's listed success effect. Failure The character gains no special benefit from the meal, though it still prevents starvation. Critical Failure The character suffers the recipe's critical failure effect.","category":"action","rarity":"common","slug":"action-1474"},{"skill_mod":{},"summary":"Your army lashes out at the foe as they attempt to perform a maneuver. Attempt a melee Strike against the triggering army's AC. Counterattack doesn't …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"trigger":"An army you are engaged with attempts a maneuver war action.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1429","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Counterattack","trait":["Infantry","Skirmisher"],"actions_number":1,"id":"action-1429","text":" Counterattack Reaction Source Kingmaker Adventure Path pg. 580 Trigger An army you are engaged with attempts a maneuver war action. Requirements Flexible Tactics --- Your army lashes out at the foe as they attempt to perform a maneuver. Attempt a melee Strike against the triggering army's AC. Counterattack doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Critical Success You inflict 1 point of damage on the army and increase its shaken condition value by 1. Success You inflict 1 point of damage on the army.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1429"},{"skill_mod":{},"summary":"You cover your tracks, moving up to half your travel speed . You don’t need to attempt a Survival check to cover your tracks, but anyone tracking …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=65","weakness":{},"name":"Cover Tracks","trait":["Concentrate","Exploration","Move"],"id":"action-65","text":" Cover Tracks Source Core Rulebook pg. 252 --- You cover your tracks, moving up to half your travel speed. You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.","category":"action","rarity":"common","slug":"action-65"},{"skill_mod":{},"summary":"You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide , then …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=914","weakness":{},"name":"Covered Reload","legacy_id":["action-3683"],"trait":["Gunslinger"],"actions_number":2,"id":"action-914","text":" Covered Reload Single Action Source Guns & Gears (Remastered) pg. 109 --- You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-914"},{"skill_mod":{},"summary":"Your army's ranged fire provides cover and protection for an allied army to maneuver. Attempt a ranged Strike against a target army's AC.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Sharpshooter ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1430","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Covering Fire","trait":["Attack","Cavalry","Infantry","Skirmisher"],"actions_number":4,"id":"action-1430","text":" Covering Fire Two Actions Source Kingmaker Adventure Path pg. 580 Requirements Sharpshooter --- Your army's ranged fire provides cover and protection for an allied army to maneuver. Attempt a ranged Strike against a target army's AC. Critical Success You inflict 2 points of damage to the target army, and it cannot take reactions triggered by maneuver war actions from any army until the start of your next turn. Success You inflict 1 point of damage to the target army, and it can't take reactions triggered by maneuver war actions from any army until the start of your next turn. Failure Your attack fails to provide covering fire, but you inflict 1 point of damage to the target army. Critical Failure Your attempt fails.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1430"},{"skill_mod":{},"summary":"Your durian crab curls itself up tightly, taking the shape of a ball. It then launches itself with its powerful claw at a target within 20 feet. When …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2974","weakness":{},"name":"Crab Cannon","actions_number":4,"id":"action-2974","text":" Crab Cannon Two Actions Source Tian Xia Character Guide pg. 122 --- Your durian crab curls itself up tightly, taking the shape of a ball. It then launches itself with its powerful claw at a target within 20 feet. When it lands, it makes a claw Strike, except the damage is bludgeoning instead of piercing. On a hit, the target becomes dazzled for 1 round and the Strike deals an additional 1d8 damage, or 2d8 additional damage if your crab is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2974"},{"skill_mod":{},"summary":"You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=43","weakness":{},"name":"Craft","trait":["Downtime","Manipulate"],"id":"action-43","text":" Craft Source Core Rulebook pg. 244 --- You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares. To Craft an item, you must meet the following requirements: The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item; see Getting Formulas for more information. You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items. You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar. Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. ## Table 4-2: Income Earned Task Level DC Failed Trained Expert Master Legendary 0 14 1 cp 5 cp 5 cp 5 cp 5 cp 1 15 2 cp 2 sp 2 sp 2 sp 2 sp 2 16 4 cp 3 sp 3 sp 3 sp 3 sp 3 18 8 cp 5 sp 5 sp 5 sp 5 sp 4 19 1 sp 7 sp 8 sp 8 sp 8 sp 5 20 2 sp 9 sp 1 gp 1 gp 1 gp 6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp 7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp 8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp 9 26 6 sp 3 gp 4 gp 4 gp 4 gp 10 27 7 sp 4 gp 5 gp 6 gp 6 gp 11 28 8 sp 5 gp 6 gp 8 gp 8 gp 12 30 9 sp 6 gp 8 gp 10 gp 10 gp 13 31 1 gp 7 gp 10 gp 15 gp 15 gp 14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp 15 34 2 gp 10 gp 20 gp 28 gp 28 gp 16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp 17 36 3 gp 15 gp 30 gp 45 gp 55 gp 18 38 4 gp 20 gp 45 gp 70 gp 90 gp 19 39 6 gp 30 gp 60 gp 100 gp 130 gp 20 40 8 gp 40 gp 75 gp 150 gp 200 gp 20 (critical success) — — 50 gp 90 gp 175 gp 300 gp ","category":"action","rarity":"common","slug":"action-43"},{"skill_mod":{},"summary":"You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but …","primary_source":"Monsters of Myth","trait_group":["Mechanics","Rarity"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Legendary in Crafting ","source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1126","weakness":{},"name":"Craft Disharmonic Instrument","trait":["Downtime","Manipulate","Rare"],"id":"action-1126","text":" Craft Disharmonic Instrument Source Monsters of Myth pg. 53 Requirements Legendary in Crafting --- You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a virtuoso musical instrument. This activity requires seven disharmonic heartslivers, the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to Craft. Critical Success You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to Kothogaz's tympanic heartbeat and many-eyed blight. Success You complete the disharmonic instrument. Failure You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers. Critical Failure As failure, and whenever you're on the same plane as Kothogaz, it can immediately teleport to you with its Disharmonic Door ability.","category":"action","rarity":"rare","slug":"action-1126"},{"skill_mod":{},"summary":"You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and spend RP equal to the result. Then …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1385","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Craft Luxuries","trait":["Downtime","Leadership"],"id":"action-1385","text":" Craft Luxuries Source Kingmaker Adventure Path pg. 522 --- You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and spend RP equal to the result. Then attempt a basic check. Critical Success Your artisans exceed expectations and craft extravagant goods. Gain 1d4 Luxury Commodities. Success Your artisans produce some delightful goods. Gain 1 Luxury Commodity. Failure Your artisans fail to produce anything noteworthy. Critical Failure Your artisans not only fail to produce anything noteworthy, but some took advantage of the opportunity to push their own agendas or earn more for themselves by selling to underground markets. Increase one of your Ruins by 1.","category":"action","rarity":"common","slug":"action-1385"},{"skill_mod":{},"summary":"Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit.","source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=753","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Cram","trait":["Downtime"],"id":"action-753","text":" Cram Source Pathfinder #169: Kindled Magic pg. 63 Requirements You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit. --- Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be fatigued for that day.","category":"action","rarity":"common","slug":"action-753"},{"skill_mod":{},"summary":"Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3023","weakness":{},"name":"Crash against Me","trait":["Transcendence"],"actions_number":2,"id":"action-3023","text":" Crash against Me Single Action Source War of Immortals pg. 46 --- Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During this time, if a creature attacking you using a weapon dealing the same damage type as your resistance misses you or hits you but deals no damage due to your resistance, the weapon clangs wildly off your skin. This painful reverberation makes the attacking enemy off-guard and gives it a –2 circumstance penalty to attacks with that weapon until the start of the enemy’s next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3023"},{"skill_mod":{},"summary":"You move 5 feet by crawling and continue to stay prone.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are prone and your Speed is at least 10 feet.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=76","weakness":{},"name":"Crawl","trait":["Move"],"actions_number":2,"id":"action-76","text":" Crawl Single Action Source Core Rulebook pg. 470 Requirements You are prone and your Speed is at least 10 feet. --- You move 5 feet by crawling and continue to stay prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-76"},{"skill_mod":{},"summary":"With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=45","weakness":{},"name":"Create a Diversion","trait":["Mental"],"actions_number":2,"id":"action-45","text":" Create a Diversion Single Action Source Core Rulebook pg. 245 --- With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits. Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute. Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you 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. Failure You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.","category":"action","actions":"Single Action","rarity":"common","slug":"action-45"},{"skill_mod":{},"summary":"You encourage your kingdom's artists to create and display a masterful work of art to bolster your kingdom's reputation. Attempt a basic check; the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1386","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Create a Masterpiece","trait":["Downtime","Leadership"],"id":"action-1386","text":" Create a Masterpiece Source Kingmaker Adventure Path pg. 522 --- You encourage your kingdom's artists to create and display a masterful work of art to bolster your kingdom's reputation. Attempt a basic check; the result affects either Fame or Infamy (depending on the type of kingdom you're running). Create a Masterpiece may be attempted only once per Kingdom turn regardless of the number of leaders pursuing activities. Critical Success Gain 1 Fame or Infamy point immediately, and at the start of your next Kingdom turn, gain 1 additional Fame or Infamy point. Immediately roll 2 Resource Dice. Gain RP equal to the result. Success Gain 1 Fame or Infamy point immediately. Failure Your attempt to create a masterpiece fails. Critical Failure Not only does your attempt to create a masterpiece fail, it does so in a dramatic and humiliating way. Lose 1 Fame or Infamy point; if you have no Fame or Infamy points to lose, instead gain 1d4 Unrest.","category":"action","rarity":"common","slug":"action-1386"},{"skill_mod":{},"summary":"( concentrate , manipulate ) You make a pinching motion, and your familiar dissolves into magical energy that re-forms between your fingers as a …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your familiar is within 30 feet, and you have one hand free","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2945","frequency":"once per day or greater","weakness":{},"name":"Create Familiar Fulu","actions_number":4,"id":"action-2945","text":" Create Familiar Fulu Two Actions Source Tian Xia Character Guide pg. 116 Frequency once per day or greater Requirements Your familiar is within 30 feet, and you have one hand free --- (concentrate, manipulate) You make a pinching motion, and your familiar dissolves into magical energy that re-forms between your fingers as a fulu magical item. The fulu must be at least two levels lower than your level, and you don’t need to spend the normal monetary cost in magical components or attempt a Crafting check. You can then choose to Affix a Talisman as part of this activity to affix your familiar fulu. While transformed, your familiar doesn’t grant its normal benefits, and it remains transformed until your next daily preparations or until you Activate the fulu, at which point your familiar reappears in an unoccupied space adjacent to you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2945"},{"skill_mod":{},"summary":"You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=60","weakness":{},"name":"Create Forgery","trait":["Downtime","Secret"],"id":"action-60","text":" Create Forgery Source Core Rulebook pg. 251 --- You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so. If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person’s handwriting, you need a sample of that person’s handwriting. If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document. An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery). Success The observer does not detect the forgery. Failure The observer knows your document is a forgery.","category":"action","rarity":"common","slug":"action-60"},{"skill_mod":{},"summary":"You work with your kingdom's scholars, thinkers, and practitioners of magical and mundane experimentation to come up with new ways to resolve issues …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1403","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Creative Solution","trait":["Downtime","Fortune","Leadership"],"id":"action-1403","text":" Creative Solution Source Kingmaker Adventure Path pg. 527 --- You work with your kingdom's scholars, thinkers, and practitioners of magical and mundane experimentation to come up with new ways to resolve issues when business as usual is just not working. Attempt a basic check. Critical Success You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result. If you don't use your Creative Solution by the end of this turn, you lose this benefit and gain 10 kingdom XP instead. Success As critical success, but the Creative Solution costs the kingdom 1d4 RP to research. This cost is paid now, whether or not you use your Creative Solution. Failure Your attempt at researching a Creative Solution costs the kingdom 2d6 RP but is ultimately a failure. It provides no advantage. Critical Failure As failure, but your scholars and thinkers are so frustrated that you take a –1 circumstance penalty to Culture-based checks until the end of the next Kingdom turn. Special You cannot influence a check with Supernatural Solution and Creative Solution simultaneously.","category":"action","rarity":"common","slug":"action-1403"},{"skill_mod":{},"summary":" Stride or Step , and then enter a different elemental stance from the one you’re currently in.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You’re in one of the elemental stances","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2908","weakness":{},"name":"Cycle Elemental Stance","actions_number":2,"id":"action-2908","text":" Activate Single Action Cycle Elemental Stance; Requirements You’re in one of the elemental stances; Effect Stride or Step, and then enter a different elemental stance from the one you’re currently in.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2908"},{"skill_mod":{},"summary":"The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=18","weakness":{},"name":"Darting Attack","trait":["Flourish"],"actions_number":2,"id":"action-18","text":" Darting Attack Single Action Source Core Rulebook pg. 216 --- The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-18"},{"skill_mod":{},"summary":"The giant wasp Flies up to 15 feet and then Strikes, or Strikes and then Flies up to 15 feet.","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2791","weakness":{},"name":"Darting Stab","trait":["Flourish"],"actions_number":4,"id":"action-2791","text":" Darting Stab Two Actions Source Howl of the Wild pg. 93 --- The giant wasp Flies up to 15 feet and then Strikes, or Strikes and then Flies up to 15 feet.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2791"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Tristian is camping with the PCs (but see Learn from a Companion ). Tristian's prayers to …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1487","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Dawnflower's Blessing","trait":["Camping","Concentrate"],"id":"action-1487","text":" Dawnflower's Blessing Source Kingmaker Companion Guide pg. 72 --- Nethys note: This camping activity requires that Tristian is camping with the PCs (but see Learn from a Companion). Tristian's prayers to Sarenrae invoke her healing blessing on the party, imparting feelings of comfort and security to everyone who's part of the campsite. When the party rests during this camp, each character regains twice the normal amount of Hit Points from the rest (an amount equal to double their Constitution modifier—minimum 2—multiplied by their level). The effect isn't cumulative with the critical success effect of a basic meal.","category":"action","rarity":"common","slug":"action-1487"},{"skill_mod":{},"summary":"The flying squirrel crashes down onto a target, furiously clawing at it. The flying squirrel falls to an empty space next to the target, taking no …","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The flying squirrel is above the target","source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2782","weakness":{},"name":"Death From Above","trait":["Flourish"],"actions_number":2,"id":"action-2782","text":" Death From Above Single Action Source Howl of the Wild pg. 91 Requirements The flying squirrel is above the target --- The flying squirrel crashes down onto a target, furiously clawing at it. The flying squirrel falls to an empty space next to the target, taking no damage, and makes two claw Strikes. Both attacks count toward its multiple attack penalty, but the penalty doesn’t increase until after both attacks have been made.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2782"},{"skill_mod":{},"summary":"The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The crocodile has a creature grabbed .","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=559","weakness":{},"name":"Death Roll","actions_number":2,"id":"action-559","text":" Death Roll Single Action Source Advanced Player's Guide pg. 145 Requirements The crocodile has a creature grabbed. --- The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-559"},{"skill_mod":{},"summary":"You apply one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your Strike hits a flat-footed creature and deals damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=11","weakness":{},"name":"Debilitating Strike","trait":["Rogue"],"actions_number":0,"id":"action-11","text":" Debilitating Strike Free Action Source Core Rulebook pg. 182 Trigger Your Strike hits a flat-footed creature and deals damage. --- You apply one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1. ","category":"action","actions":"Free Action","rarity":"common","slug":"action-11"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Jaethal is the Emissary and is at least friendly Urgathoa is more than just the goddess of undeath— …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1503","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Decadent Feasts","trait":["Downtime","Leadership"],"id":"action-1503","text":" Decadent Feasts Source Kingmaker Companion Guide pg. 97 --- Nethys note: this activity requires that Jaethal is the Emissary and is at least friendly Urgathoa is more than just the goddess of undeath— she's also the goddess of gluttony. And Jaethal is no fool; she understands the fear her goddess inspires in the living and knows that focusing on other aspects of her worship are more likely to result in positive growth for the nation. In order to distract the populace, she arranges for decadent feasts for the people, simultaneously feeding the hungry while camouflaging some of her faith's more sinister aspects. Spend 1d8 Food commodities and 1 Luxury commodity, then attempt a basic Agriculture or Trade check to determine how effective the feasts are. Critical Success The people rejoice and glut themselves on the repast! Reduce Unrest by 1d6, and the next time this Kingdom turn you suffer an effect that increases Unrest, do not increase your Unrest. Success The people enjoy the meal, but no longer than it takes to gulp it down. Reduce Unrest by 1d3. Failure The meal is appreciated, but the people remain suspicious. Reduce Unrest by 1. Critical Failure The people are too suspicious of the feast to enjoy it. Worse, rumors that Jaethal is trying to distract the citizens from an evil ritual spread. Increase Unrest by 1d4 and increase Corruption by 1.","category":"action","rarity":"common","slug":"action-1503"},{"skill_mod":{},"summary":"You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round.","source":["Gamemastery Guide"],"trigger":"An opponent hits, but does not critically hit you, with a melee Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=472","weakness":{},"name":"Deceptive Sidestep","trait":["Misfortune"],"actions_number":1,"id":"action-472","text":" Deceptive Sidestep Reaction Source Gamemastery Guide pg. 167 Trigger An opponent hits, but does not critically hit you, with a melee Strike. Requirements You’re in a duel, you’re trained in Deception, and you rolled a Deception check for initiative this round. --- You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using Intimidation for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll.","category":"action","actions":"Reaction","rarity":"common","slug":"action-472"},{"skill_mod":{},"summary":"You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=22","weakness":{},"name":"Decipher Writing","trait":["Concentrate","Exploration","Secret"],"id":"action-22","text":" Decipher Writing Source Core Rulebook pg. 234 --- You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead. The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text. Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation. Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it. Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message. Sample Decipher Writing Tasks Trained entry-level philosophy treatise Expert complex code, such as a cipher Master spymaster’s code or advanced research notes Legendary esoteric planar text written in metaphor by an ancient celestial","category":"action","rarity":"common","slug":"action-22"},{"skill_mod":{},"summary":"You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1904","weakness":{},"name":"Deconstruct","legacy_id":["action-3755"],"trait":["Downtime","Rare"],"id":"action-1904","text":" Deconstruct Source Treasure Vault (Remastered) pg. 162 --- You deconstruct an item to provide the starting point to convert it into a new item. You need the Alchemical Crafting skill feat to deconstruct alchemical items and the Magical Crafting skill feat to deconstruct magic items. To Deconstruct an item, you must meet the following requirements. The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. The item has a listed Price. You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items. At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item. At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances. Critical Success If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. Success As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. Failure You fail to deconstruct the item, wasting your time. You can try again. Critical Failure You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item.","category":"action","rarity":"rare","slug":"action-1904"},{"skill_mod":{},"summary":"You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=512","weakness":{},"name":"Defend","trait":["Exploration"],"id":"action-512","text":" Defend Source Core Rulebook pg. 479 --- You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.\n","category":"action","rarity":"common","slug":"action-512"},{"skill_mod":{},"summary":"The hermit krait pulls its heads into its shell to protect itself. It gains a +2 circumstance bonus to AC and a +4 circumstance bonus to any check to …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2975","weakness":{},"name":"Defensive Curl","actions_number":2,"id":"action-2975","text":" Defensive Curl Single Action Source Tian Xia Character Guide pg. 122 --- The hermit krait pulls its heads into its shell to protect itself. It gains a +2 circumstance bonus to AC and a +4 circumstance bonus to any check to pretend to be a mundane shell. Any creature that hits the hermit krait with a melee unarmed attack while it’s in its Defensive Curl takes 2d6 persistent poison damage as one of the krait’s heads lashes out from within the shell. While in its shell, the hermit krait can’t move or take other actions that require using its limbs, but it can extend out of the shell as a single action, ending the effects of Defensive Curl.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2975"},{"skill_mod":{},"summary":"Your army hunkers down behind its shields, presents pole arms in a wall of blades, or moves into position to protect a target allied army that is …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Defensive Tactics ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1431","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Defensive Stance","trait":["Infantry","Maneuver"],"actions_number":4,"id":"action-1431","text":" Defensive Stance Two Actions Source Kingmaker Adventure Path pg. 581 Requirements Defensive Tactics --- Your army hunkers down behind its shields, presents pole arms in a wall of blades, or moves into position to protect a target allied army that is outflanked. Attempt a Maneuver check against an enemy army. Critical Success The target allied army is no longer outflanked by any army. Success The target allied army is no longer outflanked by the target army. Critical Failure Your defensive stance fails, and your army is now outflanked by the target enemy army.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1431"},{"skill_mod":{},"summary":"You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your turn begins.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=77","weakness":{},"name":"Delay","actions_number":0,"id":"action-77","text":" Delay Free Action Source Core Rulebook pg. 470 Trigger Your turn begins. --- You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order. When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.","category":"action","actions":"Free Action","rarity":"common","slug":"action-77"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Kalikke is the Counselor and is at least friendly Kalikke takes time and weighs all options when faced …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1504","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Deliberate Planning","trait":["Downtime","Fortune","Leadership"],"id":"action-1504","text":" Deliberate Planning Source Kingmaker Companion Guide pg. 100 --- Nethys note: this activity requires that Kalikke is the Counselor and is at least friendly Kalikke takes time and weighs all options when faced with decisions, regardless of their importance. While this can sometimes lead her to taking too long to make choices, her theoretical analysis can be quite helpful in navigating continuous events. Choose a single continuous event that will affect your kingdom on this turn's Event Phase, then attempt a Scholarship check against that event's DC. Critical Success Kalikke's aid has been monumentally helpful. When you roll to resolve the continuous event you chose, you can roll twice and choose which result to apply. You gain a +1 status bonus to each roll. Success Kalikke's suggestions are useful, granting you a +1 status bonus to rolls to resolve the chosen continuous event. Failure Kalikke's advice isn't helpful, but neither does it hinder your ability to handle the event. Critical Failure You got too caught up in Kalikke's theoretical analysis and spent too much time preparing. When you roll to resolve the continuous event you tried to plan for, roll twice and take the worse result.","category":"action","rarity":"common","slug":"action-1504"},{"skill_mod":{},"summary":"Choose a single occupied lot in one of your settlements and attempt a basic check to reduce it to Rubble and then clear the Rubble away to make ready …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1391","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Demolish","trait":["Civic","Downtime"],"id":"action-1391","text":" Demolish Source Kingmaker Adventure Path pg. 523 --- Choose a single occupied lot in one of your settlements and attempt a basic check to reduce it to Rubble and then clear the Rubble away to make ready for a new structure. For multiple-lot structures, you'll need to perform multiple Demolish activities (or critically succeed at the activity) to fully clear all of the lots. As soon as you begin Demolishing a multiple-lot structure, all of the lots occupied by that structure no longer function. Critical Success Choose one of the following effects: you demolish an entire multiple-lot structure all at once and clear all of the lots it occupied, or you recover 1d6 Commodities (chosen from lumber, stone, and ore) from the Rubble of a single-lot demolition. Success You demolish the lot successfully. Failure You fail to demolish the lot. It remains in Rubble and cannot be used for further construction until you successfully Demolish it. Critical Failure As failure, but accidents during the demolition cost you the lives of some of your workers. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1391"},{"skill_mod":{},"summary":"With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=53","weakness":{},"name":"Demoralize","trait":["Auditory","Concentrate","Emotion","Fear","Mental"],"actions_number":2,"id":"action-53","text":" Demoralize Single Action Source Core Rulebook pg. 247 --- With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Critical Success The target becomes frightened 2. Success The target becomes frightened 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-53"},{"skill_mod":{},"summary":"The army moves through your kingdom or beyond. Since this travel occurs over the course of the entire month that preceded the Kingdom turn, the …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1413","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Deploy Army","trait":["Army","Downtime"],"id":"action-1413","text":" Deploy Army Source Kingmaker Adventure Path pg. 567 --- The army moves through your kingdom or beyond. Since this travel occurs over the course of the entire month that preceded the Kingdom turn, the ground an army covers when it deploys can be quite extensive. You can Deploy an Army with an Exploration, Boating, or Magic check. When you use an Exploration check, choose a location within 20 hexes of the army's current hex. If the army's starting point and ending point are connected by a road, increase the result one degree of success. Count roadless hexes that contain swamps or mountains, or each hex where you must cross a river or lake without the aid of a bridge, as two hexes.. You can issue orders to force march. Doing so grants a +4 circumstance bonus on the check, but causes the army to increase its weary condition by 1 (or by 2, if you fail the check). When you use a Boating check, the army's starting point and ending point must be connected by a body of water; choose any location within 20 hexes along this route. You must be at least master in Magic to attempt a Magic check. When you do so, choose any location within 30 hexes of the army's current hex, then roll your check. If the army's deployment causes it to cross your kingdom's border, the DC increases by 5. If the army's deployment causes it to cross an enemy kingdom's border, the DC instead increases by 10. Critical Success The army arrives much more quickly than you anticipated; it arrives at its destination and then becomes efficient. Success The army arrives at its destination. Failure The army arrives at its destination, but ran into some sort of trouble along the way. Increase the army's weary condition by 1 and attempt a DC 6 flat check; on a failure, reduce the army's HP by 1. Critical Failure Rather than arriving at its destination, the army becomes lost until it recovers from this condition. Increase Unrest by 1d4, and attempt a DC 11 flat check; on a failure, reduce the army's HP by 1.","category":"action","rarity":"common","slug":"action-1413"},{"skill_mod":{},"summary":"Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the …","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An enemy within 15 feet damages you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=554","weakness":{},"name":"Destructive Vengeance","trait":["Champion","Uncommon"],"actions_number":1,"id":"action-554","text":" Destructive Vengeance Reaction Source Advanced Player's Guide pg. 117 Trigger An enemy within 15 feet damages you. --- Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose. The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level.","category":"action","actions":"Reaction","rarity":"uncommon","slug":"action-554"},{"skill_mod":{},"summary":"You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=513","weakness":{},"name":"Detect Magic","trait":["Concentrate","Exploration"],"id":"action-513","text":" Detect Magic Source Core Rulebook pg. 479 --- You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.","category":"action","rarity":"common","slug":"action-513"},{"skill_mod":{},"summary":"You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a …","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2813","frequency":"once per round","weakness":{},"name":"Devise a Stratagem","legacy_id":["action-546"],"trait":["Concentrate","Investigator"],"actions_number":0,"id":"action-2813","text":" Devise a Stratagem Free Action or One Action Source Player Core 2 pg. 103 Frequency once per round --- You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem. Attack Stratagem If you Strike the chosen creature before the start of your next turn, your Strike gains the fortune trait and you must use the result of the d20 roll for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier. If you Strike with a melee weapon, melee unarmed attack, or thrown weapon, it must have the agile or finesse trait to benefit from the substitution. Skill Stratagem You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.","category":"action","actions":"Free Action or One Action","rarity":"common","slug":"action-2813"},{"skill_mod":{},"summary":"You issue an order to your follower, granting them 2 actions. This action has the auditory or visual trait depending on the method of …","primary_source":"Battlecry!","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3453","weakness":{},"name":"Direct Follower","trait":["Concentrate"],"actions_number":2,"id":"action-3453","text":" Direct Follower Single Action Source Battlecry! pg. 76 --- You issue an order to your follower, granting them 2 actions. This action has the auditory or visual trait depending on the method of communication used, but it must have one or the other. You can Direct your Follower to perform any of the following basic actions: Crawl, Drop Prone, Escape, Interact, Leap, Release, Seek, Sense Motive, Stand, Step, Stride, and Strike. They can only use the Strikes listed in their stat blocks. Followers that gain a burrow Speed or fly Speed can use Burrow or Fly, respectively. You can also direct your follower to use skill actions for which they meet the prerequisites. Finally, you can direct the follower to perform any actions listed in their stat block. Unlike an animal companion's support actions, these special actions don't impose restrictions on the other actions a follower can use on this turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3453"},{"skill_mod":{},"summary":"Your army uses trickery, deception, and unfair tactics to attempt a devastating attack against an outflanked army. Attempt a melee Strike or a ranged …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1432","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Dirty Fighting","trait":["Attack","Skirmisher"],"actions_number":2,"id":"action-1432","text":" Dirty Fighting Single Action Source Kingmaker Adventure Path pg. 581 Requirements Flexible Tactics --- Your army uses trickery, deception, and unfair tactics to attempt a devastating attack against an outflanked army. Attempt a melee Strike or a ranged Strike against the AC of a target outflanked army that is not distant. Critical Success The target army becomes weary 2 until the start of your next turn. Success The target army becomes weary 1 until the start of your next turn. Critical Failure Your attack deals no damage to the target army, which is emboldened by your failed attempt at dirty fighting. This reduces the target army's weary value by 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1432"},{"skill_mod":{},"summary":"This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Some devices require you to use thieves’ tools when disabling them.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=69","weakness":{},"name":"Disable a Device","trait":["Manipulate"],"actions_number":4,"id":"action-69","text":" Disable a Device Two Actions Source Core Rulebook pg. 253 Requirements Some devices require you to use thieves’ tools when disabling them. --- This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it. Your Thievery check result determines how much progress you make. Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. Success You disable the device, or you achieve one success toward disabling a complex device. Critical Failure You trigger the device.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-69"},{"skill_mod":{},"summary":"You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. The target can't be more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2383","weakness":{},"name":"Disarm","legacy_id":["action-41"],"trait":["Attack"],"actions_number":2,"id":"action-2383","text":" Disarm Single Action Source Player Core pg. 236 Requirements You have at least one hand free. The target can't be more than one size larger than you. --- You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item. Critical Failure You lose your balance and become off-guard until the start of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2383"},{"skill_mod":{},"summary":"You attempt to Disarm the weapon the enemy is attacking with. You gain a +2 status bonus to this Disarm check, and if the check is successful, the …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You have your fist positioned to parry","source":["Tian Xia Character Guide"],"trigger":"An enemy within your reach targets you or an ally with a weapon Strike","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2944","weakness":{},"name":"Disarming Interception","actions_number":1,"id":"action-2944","text":" Disarming Interception Reaction Source Tian Xia Character Guide pg. 93 Trigger An enemy within your reach targets you or an ally with a weapon Strike Requirements You have your fist positioned to parry --- You attempt to Disarm the weapon the enemy is attacking with. You gain a +2 status bonus to this Disarm check, and if the check is successful, the triggering attack is disrupted. If the Disarm attempt is a critical success and you have a hand free, you can catch the disarmed weapon in your hand instead of it falling to the ground in the target's space.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2944"},{"skill_mod":{},"summary":"You can choose to disband an army with no check needed. If the army consisted of conscripts from your kingdom, the soldiers revert to being citizens. …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1414","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Disband Army","trait":["Army","Downtime"],"id":"action-1414","text":" Disband Army Source Kingmaker Adventure Path pg. 567 --- You can choose to disband an army with no check needed. If the army consisted of conscripts from your kingdom, the soldiers revert to being citizens. If the army was recruited from creatures encountered in the wilds, they return to their homes. A disbanded army no longer contributes to your kingdom's Consumption.","category":"action","rarity":"common","slug":"action-1414"},{"skill_mod":{},"summary":"You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=481","weakness":{},"name":"Discover","trait":["Concentrate","Secret"],"id":"action-481","text":" Discover Source Gamemastery Guide pg. 151 --- You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC’s influence stat block. Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC’s personal biases, one of the NPC’s resistances, or one of the NPC’s weaknesses. Failure You learn no information. Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery.","category":"action","rarity":"common","slug":"action-481"},{"skill_mod":{},"summary":"You spend 2 hours attempting to discover a special recipe. Choose a common recipe from those listed starting on page 114; the recipe must be of a …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"trained in Cooking Lore ","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1475","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Discover Special Meal","trait":["Camping","Manipulate"],"id":"action-1475","text":" Discover Special Meal Source Kingmaker Companion Guide pg. 110 Requirements trained in Cooking Lore --- You spend 2 hours attempting to discover a special recipe. Choose a common recipe from those listed starting on page 114; the recipe must be of a level equal to or less than the level of the zone you're camping in. Expend twice the normal amount of ingredients required to prepare 1 serving of the special meal, then attempt that special meal's Cooking Lore check. Critical Success You discover the special meal and add it to the list of recipes the party knows. In addition, your research was efficient, and you recover half of the ingredients you had to expend to attempt this activity. Success As critical success, but you do not recover any ingredients. Failure You fail to discover the special meal and do not recover any ingredients. Critical Failure As failure, but you also expose yourself to the special meal's critical failure effect while performing an unwise taste test.","category":"action","rarity":"common","slug":"action-1475"},{"skill_mod":{},"summary":"Your army attempts to disengage from enemy armies to put some distance between itself and the enemy. Attempt a Maneuver check against each army your …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1423","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Disengage","trait":["Maneuver"],"actions_number":4,"id":"action-1423","text":" Disengage Two Actions Source Kingmaker Adventure Path pg. 579 --- Your army attempts to disengage from enemy armies to put some distance between itself and the enemy. Attempt a Maneuver check against each army your army is engaged with. Critical Success Your army is no longer engaged with the target army. In addition, your army is automatically no longer engaged with any armies you haven't yet rolled a Maneuver check against during this war action. Success Your army breaks free and is no longer engaged with the target army. Failure Your army remains engaged with the target army. Critical Failure Your army remains engaged with the target army and, for the remainder of this turn, your army cannot attempt to disengage from any army with which it is still engaged.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1423"},{"skill_mod":{},"summary":"The zombie mount Strides twice, spraying putrid spittle as it runs. Once during this movement, choose a creature adjacent to the zombie mount. The …","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Affliction","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1271","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Disgusting Gallop","trait":["Disease","Move"],"actions_number":4,"id":"action-1271","text":" Disgusting Gallop Two Actions Source Pathfinder #181: Zombie Feast pg. 78 --- The zombie mount Strides twice, spraying putrid spittle as it runs. Once during this movement, choose a creature adjacent to the zombie mount. The spittle splashes on it, and the creature must succeed at a Fortitude save or be sickened 1. The creature is then temporarily immune to the spittle for 24 hours. This uses a trained DC using the zombie mount's Constitution modifier, or an expert DC if the mount is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1271"},{"skill_mod":{},"summary":"You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=74","weakness":{},"name":"Dismiss","trait":["Concentrate"],"actions_number":2,"id":"action-74","text":" Dismiss Single Action Source Core Rulebook pg. 305 --- You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.","category":"action","actions":"Single Action","rarity":"common","slug":"action-74"},{"skill_mod":{},"summary":"You imprint a bullet with a field of disruptive energy built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=925","weakness":{},"name":"Dispelling Bullet","legacy_id":["action-3695"],"trait":["Magical","Spellshot"],"actions_number":4,"id":"action-925","text":" Dispelling Bullet Two Actions Source Guns & Gears (Remastered) pg. 140 --- You imprint a bullet with a field of disruptive energy built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow Strike against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don’t choose). Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-925"},{"skill_mod":{},"summary":"The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1041","weakness":{},"name":"Distracting Spray","actions_number":4,"id":"action-1041","text":" Distracting Spray Two Actions Source Grand Bazaar pg. 54 --- The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized. Critical Success The creature is unaffected. Success The creature is clumsy 1 for 1 round. Failure The creature is clumsy 1 for 1 minute. Critical Failure The creature is clumsy 2 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1041"},{"skill_mod":{},"summary":"The wyvern Flies up to half its Speed and then makes a stinger Strike. If the Strike hits, the target is also knocked prone . If the Strike …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3169","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Diving Skewer","actions_number":4,"id":"action-3169","text":" Diving Skewer Two Actions Source Pathfinder #209: Destroyer's Doom pg. 81 --- The wyvern Flies up to half its Speed and then makes a stinger Strike. If the Strike hits, the target is also knocked prone. If the Strike critically succeeds, the target also takes 2d6 persistent poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3169"},{"skill_mod":{},"summary":"Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=768","weakness":{},"name":"Draconic Frenzy","trait":["Eidolon"],"actions_number":4,"id":"action-768","text":" Draconic Frenzy Two Actions Source Secrets of Magic pg. 64 --- Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-768"},{"skill_mod":{},"summary":"You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without …","primary_source":"Player Core","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your bonded item is on your person.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2260","frequency":"once per day","weakness":{},"name":"Drain Bonded Item","legacy_id":["action-13"],"trait":["Arcane","Wizard"],"actions_number":0,"id":"action-2260","text":" Drain Bonded Item Free Action Source Player Core pg. 197 Frequency once per day Requirements Your bonded item is on your person. --- You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2260"},{"skill_mod":{},"summary":"Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If …","primary_source":"Book of the Dead","trait_group":["Tradition","Class-Specific","School","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1168","weakness":{},"school":"necromancy","name":"Drain Life","trait":["Divine","Eidolon","Necromancy","Negative","Void"],"actions_number":4,"id":"action-1168","text":" Activate Two Actions (Divine, Eidolon, Necromancy, Negative)Drain Life; Effect Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save, with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled. Critical Success No effect. Success Your eidolon drains a small amount of life force. The enemy takes additional negative damage equal to half your level. Failure Your eidolon drains enough life force to satisfy itself. The enemy takes additional negative damage equal to half your level and is drained 1. Your eidolon gains temporary Hit Points equal to the enemy's level, which last for 1 minute. Critical Failure Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy. As failure, but the enemy is drained 2 and the temporary Hit Points are equal to double the enemy's level.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1168"},{"skill_mod":{},"summary":"Spend a Mythic Point , and then Cast a Spell directly from your spellbook. The spell you cast must be one that takes one or two actions to cast, and …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"you are holding your spellbook","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3527","frequency":"once per day","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Draw From the Pages","actions_number":6,"id":"action-3527","text":" Draw From the Pages Three Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 Frequency once per day Requirements you are holding your spellbook --- Spend a Mythic Point, and then Cast a Spell directly from your spellbook. The spell you cast must be one that takes one or two actions to cast, and it’s automatically heightened to a rank equal to half your level. Use mythic proficiency to determine any attack rolls or spell DCs.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3527"},{"skill_mod":{},"summary":"Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2134","weakness":{},"name":"Drench","actions_number":2,"id":"action-2134","text":" Drench Single Action Source Rage of Elements pg. 41 --- Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls).","category":"action","actions":"Single Action","rarity":"common","slug":"action-2134"},{"skill_mod":{},"summary":"You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=909","weakness":{},"name":"Drifter's Wake","legacy_id":["action-3677"],"trait":["Gunslinger"],"actions_number":6,"id":"action-909","text":" Drifter's Wake Three Actions Source Guns & Gears (Remastered) pg. 109 --- You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-909"},{"skill_mod":{},"summary":"You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your chalice implement.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3550","frequency":"once per round","weakness":{},"name":"Drink from the Chalice","legacy_id":["action-1231"],"trait":["Magical","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-3550","text":" Drink from the Chalice Single Action Source Dark Archives (Remastered) pg. 37 Frequency once per round Requirements You are holding your chalice implement. --- You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. Sip A sip grants the drinker an amount of temporary Hit Points equal to your level (minimum 3) that last until the end of your next turn. Drain (healing, vitality) Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has void healing, it can still heal in this way, and the effect has the void trait instead of healing and vitality. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3550"},{"skill_mod":{},"summary":"Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike with the barrow’s edge ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3010","weakness":{},"name":"Drink of my Foes","trait":["Healing","Transcendence","Vitality","Positive"],"actions_number":2,"id":"action-3010","text":" Drink of my Foes Single Action Source War of Immortals pg. 43 Requirements Your last action was a successful Strike with the barrow’s edge --- Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3010"},{"remaster_name":["Drive (Varies)"],"skill_mod":{},"summary":"You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=483","weakness":{},"name":"Drive","trait":["Move"],"id":"action-483","text":" Drive Source Gamemastery Guide pg. 175 Requirements You are piloting a vehicle. --- You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can’t Drive through spaces occupied by creatures, even if they are allies. Single Action Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. Two Actions(reckless) The vehicle moves up to twice its Speed in a straight line at the vehicle’s current heading. Three Actions (reckless) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle’s current heading.","category":"action","rarity":"common","slug":"action-483"},{"legacy_name":["Drive"],"skill_mod":{},"summary":"You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you …","primary_source":"GM Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3517","weakness":{},"name":"Drive (Varies)","legacy_id":["action-483"],"trait":["Move"],"id":"action-3517","text":" Drive (Varies) Source GM Core pg. 212 Requirements You are piloting a vehicle. --- You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can’t Drive through spaces occupied by creatures, even if they are allies. Single Action Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. Two Actions(reckless) The vehicle moves up to twice its Speed in a straight line at the vehicle’s current heading. Three Actions (reckless) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle’s current heading.","category":"action","rarity":"common","slug":"action-3517"},{"skill_mod":{},"summary":"You fall prone .","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=78","weakness":{},"name":"Drop Prone","trait":["Move"],"actions_number":2,"id":"action-78","text":" Drop Prone Single Action Source Core Rulebook pg. 470 --- You fall prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-78"},{"skill_mod":{},"summary":"Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are in a duel and have a tradition focus.","source":["Gamemastery Guide"],"trigger":"Your opponent Casts a Spell from the same tradition as your tradition focus.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=474","weakness":{},"name":"Dueling Counter","trait":["Magical"],"actions_number":1,"id":"action-474","text":" Dueling Counter Reaction Source Gamemastery Guide pg. 167 Trigger Your opponent Casts a Spell from the same tradition as your tradition focus. Requirements You are in a duel and have a tradition focus. --- Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell.","category":"action","actions":"Reaction","rarity":"common","slug":"action-474"},{"skill_mod":{},"summary":"Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a …","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Tradition","School"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is within 15 feet of you.","source":["Secrets of Magic"],"trigger":"An enemy within 15 feet of you hits you with a Strike and deals damage to you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=766","weakness":{},"school":"transmutation","name":"Dutiful Retaliation","trait":["Eidolon","Occult","Transmutation"],"actions_number":1,"id":"action-766","text":" Dutiful Retaliation Reaction Source Secrets of Magic pg. 63 Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. --- Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.","category":"action","actions":"Reaction","rarity":"common","slug":"action-766"},{"skill_mod":{},"summary":"You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=23","weakness":{},"name":"Earn Income","trait":["Downtime"],"id":"action-23","text":" Earn Income Source Core Rulebook pg. 236 --- You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing. When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned). You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years. ## Table 4-2: Income Earned Task Level DC Failed Trained Expert Master Legendary 0 14 1 cp 5 cp 5 cp 5 cp 5 cp 1 15 2 cp 2 sp 2 sp 2 sp 2 sp 2 16 4 cp 3 sp 3 sp 3 sp 3 sp 3 18 8 cp 5 sp 5 sp 5 sp 5 sp 4 19 1 sp 7 sp 8 sp 8 sp 8 sp 5 20 2 sp 9 sp 1 gp 1 gp 1 gp 6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp 7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp 8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp 9 26 6 sp 3 gp 4 gp 4 gp 4 gp 10 27 7 sp 4 gp 5 gp 6 gp 6 gp 11 28 8 sp 5 gp 6 gp 8 gp 8 gp 12 30 9 sp 6 gp 8 gp 10 gp 10 gp 13 31 1 gp 7 gp 10 gp 15 gp 15 gp 14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp 15 34 2 gp 10 gp 20 gp 28 gp 28 gp 16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp 17 36 3 gp 15 gp 30 gp 45 gp 55 gp 18 38 4 gp 20 gp 45 gp 70 gp 90 gp 19 39 6 gp 30 gp 60 gp 100 gp 130 gp 20 40 8 gp 40 gp 75 gp 150 gp 200 gp 20 (critical success) — — 50 gp 90 gp 175 gp 300 gp Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank. Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank. Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task. Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future. Sample Earn Income Tasks These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. Trained bartend, do legal research Expert curate drink selection, present minor court cases Master run a large brewery, present important court cases Legendary run an international brewing franchise, present a case in Hell’s courts","category":"action","rarity":"common","slug":"action-23"},{"skill_mod":{},"summary":"You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are wielding a bow ","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=567","weakness":{},"name":"Eldritch Shot","actions_number":6,"id":"action-567","text":" Activate Three Actions Eldritch Shot; Requirements You are wielding a bow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, 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 both attacks.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-567"},{"skill_mod":{},"summary":"With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type …","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2125","weakness":{},"name":"Elemental Blast","trait":["Attack","Impulse","Kineticist","Primal"],"actions_number":2,"id":"action-2125","text":" Elemental Blast Single Action or Two Actions Source Rage of Elements pg. 16 --- With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. Air 1d6 electricity or slashing, 60 feet Earth 1d8 bludgeoning or piercing, 30 feet Fire 1d6 fire, 60 feet Metal 1d8 piercing or slashing, 30 feet Water 1d8 bludgeoning or cold, 30 feet Wood 1d8 bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage.","category":"action","actions":"Single Action or Two Actions","rarity":"common","slug":"action-2125"},{"skill_mod":{},"summary":"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2128","frequency":"once per 10 minutes","weakness":{},"name":"Elemental Burst","actions_number":4,"id":"action-2128","text":" Elemental Burst Two Actions Source Rage of Elements pg. 39 Frequency once per 10 minutes --- Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take 6d6 damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either fire damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2128"},{"skill_mod":{},"summary":"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon Strides. During …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2129","weakness":{},"name":"Elemental Maelstrom","actions_number":6,"id":"action-2129","text":" Elemental Maelstrom Three Actions Source Rage of Elements pg. 39 --- Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon Strides. During their movement, they can attempt a Strike against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single Strike against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can Climb, Fly, or Swim instead of Stride.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2129"},{"skill_mod":{},"summary":"Choose an enemy within 20 feet of you. It must succeed at a Will save against your class DC or be pulled directly toward you into a square adjacent …","primary_source":"War of Immortals","trait_group":["Mechanics","Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3011","weakness":{},"name":"Embrace of Destiny","trait":["Mental","Spirit","Transcendence"],"actions_number":2,"id":"action-3011","text":" Embrace of Destiny Single Action Source War of Immortals pg. 44 --- Choose an enemy within 20 feet of you. It must succeed at a Will save against your class DC or be pulled directly toward you into a square adjacent to you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3011"},{"skill_mod":{},"summary":"Your riding dragonet enraptures those nearby, exhaling a 15-foot cone of pheromones that fascinates those within it. Each creature in the area is …","primary_source":"Draconic Codex\r\n","trait_group":["Sense"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3480","frequency":"once per 10 minutes","weakness":{},"name":"Enamoring Exhalation","trait":["Olfactory"],"actions_number":4,"id":"action-3480","text":" Enamoring Exhalation Two Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 221 Frequency once per 10 minutes --- Your riding dragonet enraptures those nearby, exhaling a 15-foot cone of pheromones that fascinates those within it. Each creature in the area is fascinated with you and your dragonet until the end of your next turn unless it succeeds at a Fortitude save. This uses a trained DC using the dragonet’s Charisma modifier, or an expert DC if the dragonet is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3480"},{"skill_mod":{},"summary":"Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell …","primary_source":"Character Guide","trait_group":["School","Tradition"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=315","frequency":"once per day","weakness":{},"school":"evocation","name":"Energy Emanation","trait":["Evocation","Primal"],"actions_number":4,"id":"action-315","text":" Energy Emanation Two Actions Source Character Guide pg. 19 Frequency once per day --- Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-315"},{"skill_mod":{},"summary":"You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy …","primary_source":"Guns & Gears","trait_group":["School","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3692","weakness":{},"school":"evocation","name":"Energy Shot","trait":["Evocation","Magical","Spellshot"],"actions_number":0,"id":"action-3692","text":" Energy Shot Free Action Source Guns & Gears pg. 140 Trigger You roll initiative. --- You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three Strikes of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage per weapon damage die. You choose which damage type to deal as part of making each Strike.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3692"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Kanerah is camping with the PCs (but see Learn from a Companion ). Kanerah expertly controls the …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1492","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Enhance Campfire","trait":["Camping","Concentrate"],"id":"action-1492","text":" Enhance Campfire Source Kingmaker Companion Guide pg. 100 --- Nethys note: This camping activity requires that Kanerah is camping with the PCs (but see Learn from a Companion). Kanerah expertly controls the campfire's exact temperature, making it easier to prepare meals. All cooking activities that take place for the remainder of the camping session gain a +1 circumstance bonus. This bonus increases to +2 if the PCs are at least 11th level.","category":"action","rarity":"common","slug":"action-1492"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Amiri is camping with the PCs (but see Learn from a Companion ). Amiri spends her time in camp …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1482","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Enhance Weapons","trait":["Camping","Concentrate","Manipulate"],"id":"action-1482","text":" Enhance Weapons Source Kingmaker Companion Guide pg. 9 --- Nethys note: This camping activity requires that Amiri is camping with the PCs (but see Learn from a Companion). Amiri spends her time in camp sharpening the group's weapons, bolstering grips and handles, or festooning blunt weapons with temporary stone weights designed to maximize damage. Each PC chooses one melee weapon. That melee weapon gains a +1 circumstance bonus to damage rolls during the next encounter it's used in; this bonus expires at the end of that encounter or after 24 hours, whichever comes first. ","category":"action","rarity":"common","slug":"action-1482"},{"skill_mod":{},"summary":"The next time you attempt a skill check using the skill that triggered this ability within the next minute, roll twice and take the higher result.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You critically fail a skill check with a skill you gained from the banished celestial background","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2935","frequency":"once per day","weakness":{},"name":"Enlightenment in Adversity","actions_number":1,"id":"action-2935","text":" Enlightenment in Adversity Reaction Source Tian Xia Character Guide pg. 12 Frequency once per day Trigger You critically fail a skill check with a skill you gained from the banished celestial background --- The next time you attempt a skill check using the skill that triggered this ability within the next minute, roll twice and take the higher result.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2935"},{"skill_mod":{},"summary":"You concentrate on a card from the Deck of Destiny that you have invested , focusing on it as if you were looking through a window rather than at …","primary_source":"Pathfinder #190: The Choosing","trait_group":["Mechanics","School","Tradition"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #190: The Choosing"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2041","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","school":"conjuration","name":"Enter the Harrow Court","trait":["Concentrate","Conjuration","Exploration","Manipulate","Occult","Teleportation"],"id":"action-2041","text":" Enter the Harrow Court Source Pathfinder #190: The Choosing pg. 69 --- You concentrate on a card from the Deck of Destiny that you have invested, focusing on it as if you were looking through a window rather than at a piece of artwork. After 1 minute, a stationary portal appears in the air in front of you, its edges resembling the quick riffling of a thick deck of cards. You and any other creatures you designate can pass through this portal to enter the Harrow Court, arriving in a fortress at the center of the demiplane known as the Harrowheart. (As you continue to epitomize more cards within the Harrow Court, you unlock new areas into which you can potentially arrive as well—but in this adventure, that ability won't yet be granted.) Once created, the portal persists for up to 1 minute or until you take an action with the envision trait to close the portal. A character in the Harrow Court can use this activity to open a portal out of the demiplane, but this portal always leads to the same point in the multiverse they were at when they previously entered the Harrow Court (unless certain cards have been epitomized to allow more options).","category":"action","rarity":"common","slug":"action-2041"},{"skill_mod":{},"summary":"( concentrate , fortune ) You call upon the occult energies powering your pact to help you fulfill your promise. Roll twice on the triggering check …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"trigger":"You attempt a skill check directly related to the conditions of the pact","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3059","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Entreat Pact","actions_number":0,"id":"action-3059","text":" Activate Free Action Entreat Pact; Frequency once per hour; Trigger You attempt a skill check directly related to the conditions of the pact; Effect (concentrate, fortune) You call upon the occult energies powering your pact to help you fulfill your promise. Roll twice on the triggering check and take the better result.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3059"},{"skill_mod":{},"summary":"Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1451","frequency":"once per day","weakness":{},"name":"Envenom","actions_number":2,"id":"action-1451","text":" Envenom Single Action Source Impossible Lands pg. 59 Frequency once per day --- Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll. Minor Vishkanyan Venom (injury, poison) Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage (1 round); Stage 3 1d4 poison damage (1 round)","category":"action","actions":"Single Action","rarity":"common","slug":"action-1451"},{"skill_mod":{},"summary":"You will the bone spurs to erupt in a particularly devastating manner, dealing 6d6 piercing damage (basic Fortitude save) to the triggering creature …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"trigger":"A creature takes persistent bleed damage from your bone flense spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2901","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"Erupting Spurs","actions_number":1,"id":"action-2901","text":" Erupting Spurs Reaction Source Prey for Death pg. 99 Trigger A creature takes persistent bleed damage from your bone flense spell --- You will the bone spurs to erupt in a particularly devastating manner, dealing 6d6 piercing damage (basic Fortitude save) to the triggering creature instead of the persistent bleed damage from bone flense . The duration of bone flense immediately ends.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2901"},{"skill_mod":{},"summary":"You attempt to escape from being grabbed , immobilized , or restrained . Choose one creature, object, spell effect, hazard, or other impediment …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=79","weakness":{},"name":"Escape","trait":["Attack"],"actions_number":2,"id":"action-79","text":" Escape Single Action Source Core Rulebook pg. 470 --- You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-79"},{"skill_mod":{},"summary":"You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland (page 535). If you're attempting …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Plains or hills are the predominant terrain feature in the hex; the hex is in the influence of one of your settlements.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1383","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Farmland","trait":["Downtime","Region"],"id":"action-1383","text":" Establish Farmland Source Kingmaker Adventure Path pg. 522 Requirements Plains or hills are the predominant terrain feature in the hex; the hex is in the influence of one of your settlements. --- You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland (page 535). If you're attempting to Establish Farmland in a hex that is predominantly plains, you must spend 1 RP and the check is against your Control DC. If you're targeting a hex that is predominantly hills, you must spend 2 RP and the check is against your Control DC + 5. Critical Success You establish two adjacent Farmland hexes instead of one. If your target hex was a hills hex, the additional hex may be a hills hex or a plains hex; otherwise, the additional hex must be a plains hex. If no appropriate hex is available, treat this result as a regular success instead. Success You establish one Farmland hex. Failure You fail to establish a Farmland hex. Critical Failure You fail to establish a Farmland hex, and your attempt potentially causes the spread of a blight. At the start of each of the next two Event phases, attempt a DC 6 flat check; on a failure, your kingdom experiences a Crop Failure event in this and all adjacent hexes.","category":"action","rarity":"common","slug":"action-1383"},{"skill_mod":{},"summary":"You draw up plans, gather resources, entice citizens, and establish boundaries to found a brand new settlement in the hex. Attempt a basic …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The hex in which you're establishing the settlement has been Cleared and doesn't currently have a settlement (including a Freehold) in it.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1375","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Settlement","trait":["Downtime","Region"],"id":"action-1375","text":" Establish Settlement Source Kingmaker Adventure Path pg. 519 Requirements The hex in which you're establishing the settlement has been Cleared and doesn't currently have a settlement (including a Freehold) in it. --- You draw up plans, gather resources, entice citizens, and establish boundaries to found a brand new settlement in the hex. Attempt a basic Engineering, Industry, Politics, or Scholarship check. If you cannot pay the RP required by the result of this check, treat your result as a critical failure. A settlement always starts as a village. See page 540 for further details about building settlements. Critical Success You establish the settlement largely with the aid of enthusiastic volunteers. Spend 1d6 RP. Success You establish the settlement. Spend 3d6 RP. Failure You establish the settlement, but inefficiently and at great expense. Spend 6d6 RP. Critical Failure You fail to establish the settlement.","category":"action","rarity":"common","slug":"action-1375"},{"skill_mod":{},"summary":"You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have diplomatic relations (page 534) with the group you wish to establish an agreement with.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1376","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Trade Agreement","trait":["Downtime","Leadership"],"id":"action-1376","text":" Establish Trade Agreement Source Kingmaker Adventure Path pg. 519 Requirements You have diplomatic relations (page 534) with the group you wish to establish an agreement with. --- You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you've established diplomatic relations. If a navigable river connects your kingdom with the other group's territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom's proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check. The check's DC is either the group's Negotiation DC (see sidebar) or your kingdom's Control DC, whichever is higher. Critical Success You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately roll 2 Resource Dice, then gain RP equal to the result of roll. Success You successfully establish a trade agreement. Failure Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately roll 2 Resource Dice, and then spend RP equal to the result of this roll. If you do so, you successfully establish a trade agreement, otherwise the attempt fails. Critical Failure Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the next Kingdom turn, take a –1 circumstance penalty to all Economy-related checks.","category":"action","rarity":"common","slug":"action-1376"},{"skill_mod":{},"summary":"Your hire a crew of workers to travel to a hex that contains Lumber, Ore, or Stone to be harvested. Spend RP as determined by the hex's most …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1392","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Establish Work Site","trait":["Downtime","Region"],"id":"action-1392","text":" Establish Work Site Source Kingmaker Adventure Path pg. 524 --- Your hire a crew of workers to travel to a hex that contains Lumber, Ore, or Stone to be harvested. Spend RP as determined by the hex's most inhospitable terrain (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. Lumber camps can be established in any hex that contains a significant amount of forest terrain. Mines and quarries can be established in any hex that contains a significant amount of hill or mountain terrain. Critical Success You establish a Work Site in the hex and proceed to discover an unexpectedly rich supply of high quality Commodities. All Commodity yields granted by this site are doubled until the end of the next Kingdom turn. Success You establish a Work Site in the hex. Failure You fail to establish a Work Site in the hex. Critical Failure Not only do you fail to establish a Work Site, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1392"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Harrim is the Magister and is at least friendly Harrim spends time preaching the End Times. While his …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1502","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Evangelize the End","trait":["Downtime","Leadership"],"id":"action-1502","text":" Evangelize the End Source Kingmaker Companion Guide pg. 95 --- Nethys note: this activity requires that Harrim is the Magister and is at least friendly Harrim spends time preaching the End Times. While his sermons certainly aren't for everyone, his methods avoid deliberately antagonizing those who see hope in the world while simultaneously providing ease and calm to the more desperate among the kingdom's citizens. Attempt a basic Folklore check to determine how effective his sermons are. Critical Success Harrim's prayers soothe and calm the more criminal-minded citizens for the time being. Reduce Unrest by 1d4, and either reduce Crime by 2 or reduce Corruption or Strife by 1. Success Harrim's prayers serve to redirect and calm discord. Reduce Unrest by 1d3. Failure As success, but reduce Unrest by only 1. Critical Failure Harrim's prayers have unsettled some of your citizens. Increase Unrest by 1d4 and increase Decay by 1.","category":"action","rarity":"common","slug":"action-1502"},{"skill_mod":{},"summary":"You observe and assess your surroundings with great speed. You Recall Knowledge , Seek , or Sense Motive .","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=548","frequency":"once per 10 minutes","weakness":{},"name":"Expeditious Inspection","trait":["Investigator"],"actions_number":0,"id":"action-548","text":" Expeditious Inspection Free Action Source Advanced Player's Guide pg. 57 Frequency once per 10 minutes --- You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.","category":"action","actions":"Free Action","rarity":"common","slug":"action-548"},{"skill_mod":{},"summary":" You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The …","primary_source":"Dark Archives (Remastered)","trait_group":["Affliction","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a curse maelstrom state","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3631","weakness":{},"name":"Expel Maelstrom","trait":["Curse","Occult"],"actions_number":2,"id":"action-3631","text":" Expel Maelstrom Single Action Source Dark Archives (Remastered) pg. 168 Requirements You’re in a curse maelstrom state --- You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature’s Will save. Critical Success The creature is unaffected, and the curse’s energy dissipates harmlessly. Success he creature comes to house the maelstrom’s wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. Failure The maelstrom strikes deep into the creature’s soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. Critical Failure The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a misfortune effect.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3631"},{"legacy_name":["Interact"],"skill_mod":{},"summary":"You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=902","weakness":{},"name":"Explode","legacy_id":["action-3666"],"trait":["Fire","Inventor","Manipulate","Unstable"],"actions_number":4,"id":"action-902","text":" Explode Two Actions Source Guns & Gears (Remastered) pg. 19 --- You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.","category":"action","actions":"Two Actions","element":["Fire"],"rarity":"common","slug":"action-902"},{"skill_mod":{},"summary":"You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the …","primary_source":"Dark Archive","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your implement .","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1227","frequency":"once per round","weakness":{},"name":"Exploit Vulnerability","trait":["Esoterica","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-1227","text":" Exploit Vulnerability Single Action Source Dark Archive pg. 32 Frequency once per round Requirements You are holding your implement. --- You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1227"},{"skill_mod":{},"summary":"Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1652","weakness":{},"name":"Extend Pseudopod","actions_number":2,"id":"action-1652","text":" Extend Pseudopod Single Action Source Treasure Vault (Remastered) pg. 107 --- Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1652"},{"skill_mod":{},"summary":"You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait …","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2127","weakness":{},"name":"Extract Element","trait":["Impulse","Kineticist","Primal"],"actions_number":2,"id":"action-2127","text":" Extract Element Single Action Source Rage of Elements pg. 17 --- You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. Failure As success, but the creature takes full damage. Critical Failure As failure, but the creature takes double damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2127"},{"skill_mod":{},"summary":"Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until …","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3542","weakness":{},"school":"illusion","name":"Fade into Daydreams","legacy_id":["action-1226"],"trait":["Illusion","Psyche","Psychic"],"actions_number":2,"id":"action-3542","text":" Fade into Daydreams Single Action Source Dark Archives (Remastered) pg. 16 --- Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until the start of your next turn. This concealment can't be used to Hide, as normal for concealing effects that leave your location obvious.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3542"},{"skill_mod":{},"summary":"Your army feigns defeat to trick an enemy army. Attempt a Morale check against a target army.","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Flexible Tactics ","source":["Kingmaker Adventure Path"],"trigger":"Your army succeeds at a morale check.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1433","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"False Retreat","trait":["Infantry","Morale","Skirmisher"],"actions_number":1,"id":"action-1433","text":" False Retreat Reaction Source Kingmaker Adventure Path pg. 581 Trigger Your army succeeds at a morale check. Requirements Flexible Tactics --- Your army feigns defeat to trick an enemy army. Attempt a Morale check against a target army. Critical Success The target army is caught off guard by your army's deception. It becomes outflanked and is unable to take reactions until the start of your next turn. Success The target army is caught off guard by your army's deception and is outflanked until the start of its next turn. Critical Failure The enemy anticipated your tactic and moves to take advantage of the situation. Your army becomes outflanked until the start of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1433"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Kanerah is the Emissary and is at least friendly Kanerah's contacts with the criminal underworld and …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1505","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"False Victory","trait":["Downtime","Leadership"],"id":"action-1505","text":" False Victory Source Kingmaker Companion Guide pg. 101 --- Nethys note: this activity requires that Kanerah is the Emissary and is at least friendly Kanerah's contacts with the criminal underworld and her knack for dodging punishment and claiming responsibility for victories she had no direct role in can be harnessed to engineer false victories to trick the kingdom's citizens into thinking their leaders are doing more than they actually are to create a safe place to live. Such attempts are not without risks, though, for if things backfire, you can cause problems where none existed in the first place. When setting up a false victory, attempt a basic Intrigue check. Critical Success At the end of this Kingdom turn's Event Phase, roll again on the random kingdom events table. Rumors of this event being resolved spread throughout your kingdom. You don't gain any of the benefits of resolving this false victory, but instead reduce Unrest by 1d6 and one Ruin of your choice by 1. If you randomly roll that same random kingdom event at any time during the next four Kingdom turns, you can attempt an Intrigue check with a +1 circumstance bonus to resolve it rather than the normal check to resolve it. Success Vague rumors of the kingdom's leaders attaining victories over vague threats spread through the kingdom. Reduce Unrest by 1d3. Failure The false event fails to manifest, and rumors of the truth spread throughout the kingdom. Gain 1 Unrest. You cannot attempt False Victory on your next Kingdom turn. Critical Failure The truth comes out, and the citizens revolt against this attempt to manipulate them. A Public Scandal event takes place during this kingdom's event phase, in addition to any other events that would normally take place. Attempt a DC 11 flat check. On a success, the Public Scandal involves a randomly determined leader, but on a failure, the blame falls on Kanerah. Regardless of how the Public Scandal plays out, you cannot attempt False Victory again for 6 Kingdom turns.","category":"action","rarity":"common","slug":"action-1505"},{"skill_mod":{},"summary":"The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"trigger":"A creature adjacent to the vulture is reduced to 0 Hit Points","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=348","frequency":"once per hour","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Feast on the Fallen","trait":["Healing","Manipulate"],"actions_number":1,"id":"action-348","text":" Feast on the Fallen Reaction Source Pathfinder #149: Against the Scarlet Triad pg. 80 Frequency once per hour Trigger A creature adjacent to the vulture is reduced to 0 Hit Points --- The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points regained to 30.","category":"action","actions":"Reaction","rarity":"common","slug":"action-348"},{"skill_mod":{},"summary":"The horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3016","weakness":{},"name":"Feed the Masses","trait":["Transcendence"],"actions_number":2,"id":"action-3016","text":" Feed the Masses Single Action Source War of Immortals pg. 44 --- The horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and then Interact to drink it. Rather than nourishing yourself, the item’s effects are transferred to a willing ally within 60 feet, as if they had consumed it themself. If the consumable restores Hit Points, you can choose to divide the amount it restores between you and the ally freely (after rolling dice to determine the amount).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3016"},{"skill_mod":{},"summary":"With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are within melee reach of the opponent you attempt to Feint.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=48","weakness":{},"name":"Feint","trait":["Mental"],"actions_number":2,"id":"action-48","text":" Feint Single Action Source Core Rulebook pg. 246 Requirements You are within melee reach of the opponent you attempt to Feint. --- With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC. Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn. Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn. Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-48"},{"skill_mod":{},"summary":"You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3015","weakness":{},"name":"Feral Swing","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3015","text":" Feral Swing Two Actions Source War of Immortals pg. 44 --- You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with your hands of the wildling. You can choose to swing with abandon, which imposes a –2 circumstance bonus to enemies’ saving throws, but causes you to become off-guard until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3015"},{"skill_mod":{},"summary":"( concentrate , primal , teleportation You jump through the First World for a brief second, teleporting up 60 feet away to an empty space you can …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3060","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Fey Jump","actions_number":2,"id":"action-3060","text":" Activate Single Action Fey Jump; Frequency once per hour; Effect (concentrate, primal, teleportation You jump through the First World for a brief second, teleporting up 60 feet away to an empty space you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the action is lost.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3060"},{"skill_mod":{},"summary":"Your eidolon extends its roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=771","weakness":{},"name":"Field of Roots","trait":["Eidolon"],"actions_number":4,"id":"action-771","text":" Field of Roots Two Actions Source Secrets of Magic pg. 66 --- Your eidolon extends its roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of the same type and amount as your eidolon's most damaging Strike, depending on their Reflex saves against your spell DC. Any ongoing effects of the save last until the enemy either Escapes or leaves your eidolon's reach. After using Field of Roots, your eidolon is immobilized until it takes a single action, which has the manipulate trait, to detach from the ground; this also ends any remaining effects on enemies from Field of Roots. Critical Success The enemy is unaffected. Success The enemy takes no damage, but takes a –10 foot circumstance penalty to its Speeds. Failure The enemy takes half damage, takes a –10-foot circumstance penalty to its Speeds, and, at the end of each of its turns, takes half damage again. Critical Failure The enemy is immobilized, takes full damage, and, at the end of each of its turns, takes full damage again.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-771"},{"skill_mod":{},"summary":"You Stride twice. The drakeheart mutagen's duration ends.","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=569","weakness":{},"name":"Final Surge","actions_number":2,"id":"action-569","text":" Activate Single Action Final Surge; Effect You Stride twice. The drakeheart mutagen's duration ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-569"},{"skill_mod":{},"summary":"Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=908","weakness":{},"name":"Finish the Job","legacy_id":["action-3676"],"trait":["Gunslinger"],"actions_number":2,"id":"action-908","text":" Finish the Job Single Action Source Guns & Gears (Remastered) pg. 108 Requirements On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty. --- Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a one-handed melee weapon or unarmed attack. This Strike uses the same multiple attack penalty as the Strike that failed on the last action. Afterward, increase your multiple attack penalty normally.","category":"action","actions":"Single Action","rarity":"common","slug":"action-908"},{"skill_mod":{},"summary":"The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area ( basic …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2282","frequency":"once per hour","weakness":{},"name":"Fire Breath","actions_number":4,"id":"action-2282","text":" Fire Breath Two Actions Source Player Core pg. 209 Frequency once per hour --- The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2282"},{"skill_mod":{},"summary":"The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A creature moves into the hazard's space","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=563","weakness":{},"name":"Fire in the Hole","actions_number":1,"id":"action-563","text":" Activate Reaction Fire in the Hole; Trigger A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.","category":"action","actions":"Reaction","rarity":"common","slug":"action-563"},{"skill_mod":{},"summary":"The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2132","frequency":"once per 10 minutes","weakness":{},"name":"Flamethrower","actions_number":4,"id":"action-2132","text":" Flamethrower Two Actions Source Rage of Elements pg. 41 Frequency once per 10 minutes --- The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these Strikes count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2132"},{"skill_mod":{},"summary":"Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2805","weakness":{},"name":"Flash of Grandeur","trait":["Champion","Divine"],"actions_number":1,"id":"action-2805","text":" Flash of Grandeur Reaction Source Player Core 2 pg. 91 Trigger An enemy damages your ally, and both are in your champion’s aura --- Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. Until the end of your next turn, the attacker is affected by revealing light .","category":"action","actions":"Reaction","rarity":"common","slug":"action-2805"},{"skill_mod":{},"summary":"Spend a Mythic Point and attempt an Incarnation Lore check at mythic proficiency to Recall Knowledge in place of making any other Lore check …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3529","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Flash of Memory","actions_number":0,"id":"action-3529","text":" Flash of Memory Free Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 77 --- Spend a Mythic Point and attempt an Incarnation Lore check at mythic proficiency to Recall Knowledge in place of making any other Lore check (other than Incarnation Lore).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3529"},{"skill_mod":{},"summary":"You fling magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the target, with a basic Reflex save …","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your wand implement.","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1233","weakness":{},"school":"evocation","name":"Fling Magic","trait":["Concentrate","Evocation","Magical","Manipulate","Thaumaturge"],"actions_number":4,"id":"action-1233","text":" Fling Magic Two Actions Source Dark Archive pg. 41 Requirements You are holding your wand implement. --- You fling magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do so, the wand takes 1d4 rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a Strike, your wand recharges immediately as it draws in power from the clash. Special This activity has the trait corresponding to the damage type you selected.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1233"},{"skill_mod":{},"summary":"The umbrella mushroom inflates buoyant air bladders and begins rotating to arrest the fall. It slows its descent to 60 feet per round. It can take …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"The umbrella mushroom is falling.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2798","weakness":{},"name":"Float","actions_number":1,"id":"action-2798","text":" Float Reaction Source Howl of the Wild pg. 95 Trigger The umbrella mushroom is falling. --- The umbrella mushroom inflates buoyant air bladders and begins rotating to arrest the fall. It slows its descent to 60 feet per round. It can take this reaction even when unconscious.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2798"},{"skill_mod":{},"summary":"The sundaflora stands tall on its hind legs and begins to wave and dance, showing off its dazzling beauty to distract your attackers. It attempts to …","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Sense"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2976","weakness":{},"name":"Flower Dance","trait":["Move","Visual"],"actions_number":4,"id":"action-2976","text":" Flower Dance Two Actions Source Tian Xia Character Guide pg. 123 --- The sundaflora stands tall on its hind legs and begins to wave and dance, showing off its dazzling beauty to distract your attackers. It attempts to Feint the target creature, using its Performance skill instead of Deception. If successful (or critically successful), the target is off-guard to you, rather than to your sundaflora.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2976"},{"skill_mod":{},"summary":"Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn’t …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3014","weakness":{},"name":"Flowing Spirit Strike","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3014","text":" Flowing Spirit Strike Two Actions Source War of Immortals pg. 44 --- Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn’t have the agile trait, the second Strike takes a –2 penalty. If both attacks hit, you combine their damage, which is all dealt as spirit damage. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3014"},{"skill_mod":{},"summary":"Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple …","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=9","weakness":{},"name":"Flurry of Blows","trait":["Flourish","Monk"],"actions_number":2,"id":"action-9","text":" Flurry of Blows Single Action Source Core Rulebook pg. 156 --- Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-9"},{"skill_mod":{},"summary":"You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=94","weakness":{},"name":"Fly","trait":["Move"],"actions_number":2,"id":"action-94","text":" Fly Single Action Source Core Rulebook pg. 472 Requirements You have a fly Speed. --- You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.","category":"action","actions":"Single Action","rarity":"common","slug":"action-94"},{"skill_mod":{},"summary":"The bird Flies and makes a talon Strike at any point along the way.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=16","weakness":{},"name":"Flyby Attack","actions_number":4,"id":"action-16","text":" Flyby Attack Two Actions Source Core Rulebook pg. 215 --- The bird Flies and makes a talon Strike at any point along the way.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-16"},{"skill_mod":{},"summary":"The griffon Flies up to its fly Speed and makes two talon Strikes at any point, each against a different creature.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2792","weakness":{},"name":"Flying Strafe","actions_number":4,"id":"action-2792","text":" Flying Strafe Two Actions Source Howl of the Wild pg. 94 --- The griffon Flies up to its fly Speed and makes two talon Strikes at any point, each against a different creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2792"},{"skill_mod":{},"summary":"You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1377","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Focused Attention","trait":["Downtime","Leadership"],"id":"action-1377","text":" Focused Attention Source Kingmaker Adventure Path pg. 520 --- You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check using the chosen skill. On a success, you grant that leader a +2 circumstance bonus to one kingdom check using that skill, provided that leader attempts the skill check during the same Kingdom turn. The Cooperative Leadership Kingdom feat (page 531) increases the efficiency of this activity.","category":"action","rarity":"common","slug":"action-1377"},{"skill_mod":{},"summary":"Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=514","weakness":{},"name":"Follow the Expert","trait":["Auditory","Concentrate","Exploration","Visual"],"id":"action-514","text":" Follow the Expert Source Core Rulebook pg. 479 --- Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).","category":"action","rarity":"common","slug":"action-514"},{"skill_mod":{},"summary":"Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=34","weakness":{},"name":"Force Open","trait":["Attack"],"actions_number":2,"id":"action-34","text":" Force Open Single Action Source Core Rulebook pg. 242 --- Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open. Critical Success You open the door, window, container, or gate and can avoid damaging it in the process. Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken. Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open. Sample Force Open Tasks Untrained fabric, flimsy glass Trained ice, sturdy glass Expert flimsy wooden door, wooden portcullis Master sturdy wooden door, iron portcullis, metal bar Legendary stone or iron door","category":"action","actions":"Single Action","rarity":"common","slug":"action-34"},{"skill_mod":{},"summary":"( concentrate ) You force a temporary pact on both yourself and another creature you can see within 60 feet. Choose attack, move, manipulate, or …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3061","frequency":"once per hour","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Forced Pact","actions_number":2,"id":"action-3061","text":" Activate Single Action Forced Pact; Frequency once per hour; Effect (concentrate) You force a temporary pact on both yourself and another creature you can see within 60 feet. Choose attack, move, manipulate, or concentrate. The target must attempt a Will saving throw. Success The target is unaffected. Failure If you or the target uses an action with the chosen trait within the next minute, they take 10d6 mental damage, and this pact ends for both of you. Critical Failure As failure, except your target takes the damage if either of you uses an action with the chosen trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3061"},{"skill_mod":{},"summary":"You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=466","weakness":{},"name":"Forge Documents","trait":["Downtime","Secret"],"id":"action-466","text":" Forge Documents Source Gamemastery Guide pg. 163 --- You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. Success You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. Failure You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. Critical Failure As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure.","category":"action","rarity":"common","slug":"action-466"},{"skill_mod":{},"summary":"You make an attempt to force a foe to confront its guilt and face its shame for its actions. When you do so, attempt either a Diplomacy check or …","primary_source":"Kingmaker Adventure Path","trait_group":["Sense","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1438","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Forgive Foe","trait":["Auditory","Concentrate","Linguistic","Mental"],"actions_number":4,"id":"action-1438","text":" Forgive Foe Two Actions Source Kingmaker Adventure Path pg. 460 --- You make an attempt to force a foe to confront its guilt and face its shame for its actions. When you do so, attempt either a Diplomacy check or another check as indicated in the creature’s Shame entry; the DC is the creature’s Will DC. Critical Success Your words strike home and allow the creature to escape its servitude to the House at the Edge of Time. The specific effects of this are listed in the creature’s Shame entry. Success Your words give the foe pause. It suffers a –2 status penalty on all attacks, effect DCs, and its Will DC against additional Forgive Foe attempts until the end of your next turn. Critical Failure Your attempt fails so dramatically that you instead fuel the creature’s wrath and effectively blind it to its sense of shame and guilt. For the next 24 hours, it no longer suffers the effects of shame when it attacks you and you can no longer attempt to Forgive that Foe.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1438"},{"skill_mod":{},"summary":"You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=478","weakness":{},"name":"Fortify Camp","id":"action-478","text":" Fortify Camp Source Gamemastery Guide pg. 173 --- You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.","category":"action","rarity":"common","slug":"action-478"},{"skill_mod":{},"summary":"Your command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post in the hex. Spend RP as …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The target hex must be claimed by your kingdom and must not have a settlement in it.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1388","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Fortify Hex","trait":["Downtime","Region"],"id":"action-1388","text":" Fortify Hex Source Kingmaker Adventure Path pg. 523 Requirements The target hex must be claimed by your kingdom and must not have a settlement in it. --- Your command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post in the hex. Spend RP as determined by the hex's most inhospitable terrain (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. A fortified hex grants an additional bonus in warfare (see Appendix 3), but also gives traveling PCs a place to rest that prevents wandering monsters from interrupting their rest. Critical Success You find a defensible position for your fortification and finish construction efficiently. Gain a refund of half the RP you spent to build in the hex, then reduce Unrest by 1. Success You establish your fortification in the hex. Reduce Unrest by 1. Failure You fail to fortify the hex. Critical Failure Your attempt ends in disaster. Not only do you fail to build a structure, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1388"},{"skill_mod":{},"summary":"Your spirit is so dense it takes on tangible force. Make a melee Strike with the titan’s breaker . This counts as two attacks when calculating your …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3027","weakness":{},"name":"Fracture Mountains","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3027","text":" Fracture Mountains Two Actions Source War of Immortals pg. 46 --- Your spirit is so dense it takes on tangible force. Make a melee Strike with the titan’s breaker . This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your additional spirit damage from the ikon’s immanence increases to 4 plus an extra die of weapon damage. If you’re at least 10th level, it’s increased to 6 spirit damage and two extra dice, and if you’re at least 18th level, it’s increased to 8 spirit damage and three extra dice.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3027"},{"skill_mod":{},"summary":"Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=555","weakness":{},"name":"Frightening Display","actions_number":2,"id":"action-555","text":" Frightening Display Single Action Source Advanced Player's Guide pg. 144 --- Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While frightened by this ability, the target is flat-footed to your ape.","category":"action","actions":"Single Action","rarity":"common","slug":"action-555"},{"skill_mod":{},"summary":"Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=760","weakness":{},"name":"Furious Strike","trait":["Eidolon"],"actions_number":4,"id":"action-760","text":" Furious Strike Two Actions Source Secrets of Magic pg. 60 --- Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll. If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-760"},{"skill_mod":{},"summary":"You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=467","weakness":{},"name":"Gain Contact","trait":["Downtime"],"id":"action-467","text":" Gain Contact Source Gamemastery Guide pg. 163 --- You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, or a check using a Lore skill appropriate to your prospective contact. Success You make contact and gain 1 EP. Failure You fail to make contact. Critical Failure You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. Special Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party’s Awareness Points.","category":"action","rarity":"common","slug":"action-467"},{"skill_mod":{},"summary":"The skeletal mount Strides twice, with a +10-foot circumstance bonus to its Speed.","primary_source":"Book of the Dead","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1170","weakness":{},"name":"Gallop","trait":["Move"],"actions_number":4,"id":"action-1170","text":" Gallop Two Actions Source Book of the Dead pg. 38 --- The skeletal mount Strides twice, with a +10-foot circumstance bonus to its Speed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1170"},{"skill_mod":{},"summary":"You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The army is in the same hex as a Refuge, Settlement, or Work Site .","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1415","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Garrison Army","trait":["Army","Downtime"],"id":"action-1415","text":" Garrison Army Source Kingmaker Adventure Path pg. 567 Requirements The army is in the same hex as a Refuge, Settlement, or Work Site. --- You move an army into a fortification and assign them to guard it. In order to garrison, the army must be located in a hex that contains a Refuge, Settlement, or Work Site. If you're garrisoning the army in a Refuge hex, attempt a basic Defense check. If you're garrisoning the army in a settlement, attempt a basic Politics check. If you're garrisoning the army in a Work Site hex, attempt a basic Engineering check. This check's DC increases by 5 if the hex is not part of your kingdom, or by 10 if the location is part of an enemy kingdom. Critical Success The army becomes fortified until it is deployed. Additionally, the efficiency of the garrisoning reduces this army's Consumption by 2 (to a minimum of 1) until it is deployed. Success The army becomes fortified until it is deployed. Failure The army becomes fortified until the next Kingdom turn begins, at which point you must use this activity again to maintain the fortified condition. Critical Failure Your army clashes with local citizens, abuses their authority, lets their watchful readiness slack, and/or provokes confrontations where they are not needed. It does not become fortified, and you cannot attempt to garrison that army at this location again for 4 Kingdom turns. Increase Unrest by 1.","category":"action","rarity":"common","slug":"action-1415"},{"skill_mod":{},"summary":"You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=49","weakness":{},"name":"Gather Information","trait":["Exploration","Secret"],"id":"action-49","text":" Gather Information Source Core Rulebook pg. 246 --- You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Success You collect information about the individual or topic. The GM determines the specifics. Critical Failure You collect incorrect information about the individual or topic. Sample Gather Information Tasks Untrained talk of the town Trained common rumor Expert obscure rumor, poorly guarded secret Master well-guarded or esoteric information Legendary information known only to an incredibly select few, or only to extraordinary beings","category":"action","rarity":"common","slug":"action-49"},{"skill_mod":{},"summary":"Attempt a basic check to gather excess livestock from local wildlife, ranches, and farms. This generates a number of Food commodities.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1411","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Gather Livestock","trait":["Downtime","Region"],"id":"action-1411","text":" Gather Livestock Source Kingmaker Adventure Path pg. 530 --- Attempt a basic check to gather excess livestock from local wildlife, ranches, and farms. This generates a number of Food commodities. Critical Success Gain 1d4 Food commodities. Success Gain 1 Food commodity. Failure Gain no Food commodities. Critical Failure Lose 1d4 Food commodities to spoilage. If you have no Food to lose, you instead gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1411"},{"skill_mod":{},"summary":"Make a firearm or crossbow Strike. If you’re hidden from or undetected by the target, the Strike adds the additional precision damage from …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=917","weakness":{},"name":"Ghost Shot","legacy_id":["action-3686"],"trait":["Flourish","Gunslinger"],"actions_number":2,"id":"action-917","text":" Ghost Shot Single Action Source Guns & Gears (Remastered) pg. 110 --- Make a firearm or crossbow Strike. If you’re hidden from or undetected by the target, the Strike adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the Strike, the effects aren’t cumulative. If you were undetected or unnoticed by any creatures, you’re now hidden from them instead, or undetected if the shot was made with a silencer.","category":"action","actions":"Single Action","rarity":"common","slug":"action-917"},{"skill_mod":{},"summary":"You shoot the starshot , causing a detonation in a 5-foot burst within 60 feet. Each creature in the area must succeed at a basic Reflex save …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3025","weakness":{},"name":"Giant-Felling Comet","trait":["Spirit","Transcendence"],"actions_number":4,"id":"action-3025","text":" Giant-Felling Comet Two Actions Source War of Immortals pg. 46 --- You shoot the starshot , causing a detonation in a 5-foot burst within 60 feet. Each creature in the area must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with the starshot. Creatures larger than you take a –2 circumstance penalty to their saving throws. This shot requires any ammunition that would normally be required for the weapon.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3025"},{"skill_mod":{},"summary":"Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2810","weakness":{},"name":"Glimpse of Redemption","trait":["Champion","Divine"],"actions_number":1,"id":"action-2810","text":" Glimpse of Redemption Reaction Source Player Core 2 pg. 93 Trigger An enemy damages your ally, and both are in your champion’s aura --- Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the following effects. If the enemy is mindless or otherwise unable to repent, use the refuse result. Repent The ally is unharmed by the triggering damage. Refuse The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-2810"},{"skill_mod":{},"summary":"Your severed head violently shakes itself back and forth, trying to tear away a mouthful of flesh. It makes another jaws Strike against the same …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The severed head’s last action was a successful jaws Strike.","source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3249","weakness":{},"name":"Gnash","actions_number":2,"id":"action-3249","text":" Gnash Single Action Source Shining Kingdoms pg. 123 Requirements The severed head’s last action was a successful jaws Strike. --- Your severed head violently shakes itself back and forth, trying to tear away a mouthful of flesh. It makes another jaws Strike against the same target. If the Strike hits, it deals 1d6 persistent bleed damage in addition to its usual damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3249"},{"skill_mod":{},"summary":"The Strike’s target takes 1d6 persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the …","primary_source":"Pathfinder #149: Against the Scarlet Triad","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The animal companion’s last action was a successful jaws Strike.","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=347","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Gnaw","actions_number":2,"id":"action-347","text":" Gnaw Single Action Source Pathfinder #149: Against the Scarlet Triad pg. 80 Requirements The animal companion’s last action was a successful jaws Strike. --- The Strike’s target takes 1d6 persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the persistent bleed damage increases to 2d6.","category":"action","actions":"Single Action","rarity":"common","slug":"action-347"},{"skill_mod":{},"summary":"Attempt a basic check to fish for food from the rivers and lakes in your kingdom.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"Must have at least one claimed hex that includes river or lake terrain.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1387","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Go Fishing","trait":["Downtime","Region"],"id":"action-1387","text":" Go Fishing Source Kingmaker Adventure Path pg. 522 Requirements Must have at least one claimed hex that includes river or lake terrain. --- Attempt a basic check to fish for food from the rivers and lakes in your kingdom. Critical Success Gain 1d4 Food commodities. Success Gain 1 Food commodity. Failure Gain no Food commodities. Critical Failure You lose some fishers to tragic accidents; gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1387"},{"skill_mod":{},"summary":"You seek out rumors about the infiltration’s target. Attempt a normal, hard, or very hard Diplomacy check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=468","weakness":{},"name":"Gossip","trait":["Downtime","Secret"],"id":"action-468","text":" Gossip Source Gamemastery Guide pg. 163 --- You seek out rumors about the infiltration’s target. Attempt a normal, hard, or very hard Diplomacy check. Critical Success You gain inside information about the location or group you’re trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. Success You gain inside information about the place or group you’re attempting to infiltrate that aids your planning. Failure You learn nothing. Critical Failure You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you’re asking after that group or individual, increasing your Awareness Points by 1.","category":"action","rarity":"common","slug":"action-468"},{"skill_mod":{},"summary":"When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your hands are not tied behind your back or otherwise restrained","source":["Player Core"],"trigger":"You fall from or past an edge or handhold.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2313","weakness":{},"name":"Grab an Edge","legacy_id":["action-95"],"trait":["Manipulate"],"actions_number":1,"id":"action-2313","text":" Grab an Edge Reaction Source Player Core pg. 419 Trigger You fall from or past an edge or handhold. Requirements Your hands are not tied behind your back or otherwise restrained --- When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics. Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check. Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2313"},{"skill_mod":{},"summary":"The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=561","weakness":{},"name":"Grab and Sting","actions_number":4,"id":"action-561","text":" Grab and Sting Two Actions Source Advanced Player's Guide pg. 145 --- The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-561"},{"skill_mod":{},"summary":"Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2135","weakness":{},"name":"Grabbing Branches","actions_number":4,"id":"action-2135","text":" Grabbing Branches Two Actions Source Rage of Elements pg. 42 --- Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target Escapes.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2135"},{"skill_mod":{},"summary":"The elephant grabs its foe with its trunk and carries it off. The elephant uses Athletics to Grapple a creature up to two sizes smaller than the …","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1156","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Grabbing Trunk","actions_number":4,"id":"action-1156","text":" Grabbing Trunk Two Actions Source Pathfinder #177: Burning Tundra pg. 73 --- The elephant grabs its foe with its trunk and carries it off. The elephant uses Athletics to Grapple a creature up to two sizes smaller than the elephant in its trunk. If its target is grabbed or restrained, the elephant repositions the target to another space in the elephant's reach.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1156"},{"skill_mod":{},"summary":"You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one free hand or have your target grappled or restrained . Your target isn't more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=35","weakness":{},"name":"Grapple","trait":["Attack"],"actions_number":2,"id":"action-35","text":" Grapple Single Action Source Core Rulebook pg. 242 Requirements You have at least one free hand or have your target grappled or restrained. Your target isn't more than one size larger than you. --- You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free. Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes. Success Your target is grabbed until the end of your next turn unless you move or your target Escapes. Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on that creature or object end. Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-35"},{"skill_mod":{},"summary":"You attempt to clear the room by promising a grim fate to anyone who doesn’t do what you say, and quickly. Attempt a Deception or Intimidation …","primary_source":"Guns & Gears","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a one-handed firearm or one-handed crossbow.","source":["Guns & Gears"],"trigger":"A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3682","weakness":{},"name":"Grim Swagger","trait":["Auditory","Emotion","Fear","Gunslinger","Linguistic","Mental"],"actions_number":4,"id":"action-3682","text":" Grim Swagger Two Actions Source Guns & Gears pg. 109 Trigger A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you. Requirements You’re wielding a one-handed firearm or one-handed crossbow. --- You attempt to clear the room by promising a grim fate to anyone who doesn’t do what you say, and quickly. Attempt a Deception or Intimidation check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes. For example, if you attempt a Deception check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an Intimidation check, you promise everyone in the room that you’re going to be the last thing they see. Critical Success The creature becomes frightened 3. If it’s lower level than you, it’s also fleeing for 1 round. Success The creature becomes frightened 2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3682"},{"skill_mod":{},"summary":"The hand attempts to Grapple a Medium or smaller creature by the throat. If the Grapple succeeds, in addition to the normal effects, the creature …","primary_source":"Pathfinder #181: Zombie Feast","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1269","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Grip Throat","actions_number":2,"id":"action-1269","text":" Grip Throat Single Action Source Pathfinder #181: Zombie Feast pg. 78 --- The hand attempts to Grapple a Medium or smaller creature by the throat. If the Grapple succeeds, in addition to the normal effects, the creature has difficulty speaking. While it remains grabbed or restrained by the hand, it must spend an extra action to perform any action that has the verbal trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1269"},{"skill_mod":{},"summary":"You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the …","primary_source":"Treasure Vault (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1905","weakness":{},"name":"Grow","legacy_id":["action-3756"],"trait":["Downtime","Manipulate","Rare"],"id":"action-1905","text":" Grow Source Treasure Vault (Remastered) pg. 165 --- You can grow an item from a living thing, most commonly a plant. You need the Alchemical Crafting skill feat to Grow an alchemical item, the Magical Crafting skill feat to Grow a magic item, and the Snare Crafting feat to Grow a snare. To Grow an item, you must meet the following requirements. The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item; see Getting Formulas for more information. You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like Herbalism Lore, gaining an amount of value based on the rules for Earn Income. You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment. If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Player Core Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional Crafting check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount. Critical Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. Success Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. Critical Failure You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over.","category":"action","rarity":"rare","slug":"action-1905"},{"skill_mod":{},"summary":"Until the end of your turn, the maul deals 1d6 extra cold damage instead of just 1. After you activate the glacier hammer , you can't activate it …","primary_source":"Secrets of the Unlit Star Game Master's Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of the Unlit Star Game Master's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3760","weakness":{},"name":"Grow Icicles","trait":["Concentrate"],"actions_number":2,"id":"action-3760","text":" Activate Single Action (Concentrate)Grow Icicles; Effect Until the end of your turn, the maul deals 1d6 extra cold damage instead of just 1. After you activate the glacier hammer , you can't activate it again for 10 minutes.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3760"},{"skill_mod":{},"summary":"Your army spends a war action to adopt a defensive pose— raising shields, focusing on parrying attacks, or seeking cover. Attempt a Maneuver check …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1424","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Guard","trait":["Maneuver"],"actions_number":2,"id":"action-1424","text":" Guard Single Action Source Kingmaker Adventure Path pg. 579 --- Your army spends a war action to adopt a defensive pose— raising shields, focusing on parrying attacks, or seeking cover. Attempt a Maneuver check against a target army. Critical Success Your army gains a +2 item bonus to its AC until the start of your next turn; this bonus applies to all attacks against this army, not just from the targeted army. Success Your army gains a +2 item bonus to its AC until the start of your next turn against attacks from the target army. Failure Your army fails to guard against the target army. Critical Failure Your army fails spectacularly to guard against the target army and becomes mired 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1424"},{"skill_mod":{},"summary":"The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6 persistent bleed damage . If the water wraith has a …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The water wraith's last action was a successful jaws attack against a foe.","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1453","weakness":{},"name":"Gulp Blood","actions_number":2,"id":"action-1453","text":" Gulp Blood Single Action Source Impossible Lands pg. 107 Requirements The water wraith's last action was a successful jaws attack against a foe. --- The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6 persistent bleed damage. If the water wraith has a specialization, the water wraith instead gains 3d8 temporary Hit Points, and the target takes 3d6 persistent bleed damage. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1453"},{"skill_mod":{},"summary":"The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a basic Reflex save. This uses a trained …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2796","weakness":{},"name":"Hair Barrage","actions_number":4,"id":"action-2796","text":" Hair Barrage Two Actions Source Howl of the Wild pg. 95 --- The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a basic Reflex save. This uses a trained DC using the tarantula’s Dexterity modifier or an expert DC if the tarantula is specialized. This damage increases by an additional 1d6 for every 4 levels you have beyond 6th.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2796"},{"skill_mod":{},"summary":"You consume the blood lingering upon your weapon. You reduce the value of your drained condition by 1, gain temporary Hit Points equal to your …","primary_source":"War of Immortals","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action was a successful piercing or slashing melee Strike against a creature that is not immune to bleed","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3065","weakness":{},"name":"Harvest Blood","actions_number":2,"id":"action-3065","text":" Harvest Blood Single Action Source War of Immortals pg. 60 Requirements Your last action was a successful piercing or slashing melee Strike against a creature that is not immune to bleed --- You consume the blood lingering upon your weapon. You reduce the value of your drained condition by 1, gain temporary Hit Points equal to your Constitution modifier, and gain a +1 circumstance bonus to saving throws against that creature's spells for 1 minute, or until you Harvest Blood from another creature.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3065"},{"skill_mod":{},"summary":"Attempt a basic check to forage for wild edibles or gather excess crops from farms.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1384","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Harvest Crops","trait":["Downtime","Region"],"id":"action-1384","text":" Harvest Crops Source Kingmaker Adventure Path pg. 522 --- Attempt a basic check to forage for wild edibles or gather excess crops from farms. Critical Success Gain 1d4 Food commodities. Success Gain 1 Food commodity. Failure Gain no Food commodities. Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1384"},{"skill_mod":{},"summary":"You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 Acrobatics , Athletics , Medicine , Nature , Occultism , …","primary_source":"Monsters of Myth","trait_group":["Mechanics","Rarity"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're inside Kothogaz's body.","source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1125","weakness":{},"name":"Harvest Heartsliver","trait":["Manipulate","Rare"],"actions_number":1,"id":"action-1125","text":" Harvest Heartsliver Reaction Source Monsters of Myth pg. 53 Requirements You're inside Kothogaz's body. --- You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 Acrobatics, Athletics, Medicine, Nature, Occultism, or Religion check. Critical Success You steal a small disharmonic heartsliver, stow it on your person, and can exit Kothogaz's body. Success As critical success, but you can't exit. Failure You take Kothogaz's Swallow Whole damage. Critical Failure You take double Kothogaz's Swallow Whole damage and are deafened by its heartbeat for 1 minute.","category":"action","actions":"Reaction","rarity":"rare","slug":"action-1125"},{"skill_mod":{},"summary":"Your eidolon suddenly shifts itself into a terrifying shape of its choosing, rather than a simple mound, by closely controlling the positioning of …","primary_source":"Battlecry!","trait_group":["Mechanics","Class-Specific","Sense"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is condensed.","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3306","weakness":{},"name":"Haunting Visage","trait":["Concentrate","Eidolon","Manipulate","Visual"],"actions_number":2,"id":"action-3306","text":" Haunting Visage Single Action Source Battlecry! pg. 72 Requirements Your eidolon is condensed. --- Your eidolon suddenly shifts itself into a terrifying shape of its choosing, rather than a simple mound, by closely controlling the positioning of its component bodies. The eidolon attempts to Demoralize a creature within 15 feet; this Demoralize attempt loses the auditory trait, gains the visual trait, and the eidolon doesn't take a –4 circumstance penalty to the check if they don't share a language with their target. On a success or critical success, the target is additionally off-guard for 1 round.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3306"},{"skill_mod":{},"summary":"The thruneosaurus’s eyes project a line of fire in a 30- foot line , dealing 1d6 fire damage for every 2 levels the thruneosaurus has to all …","primary_source":"Pathfinder #223: Hell's Destiny","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4229","frequency":"once per minute","weakness":{},"source_group":["Hell's Destiny"],"primary_source_group":"Hell's Destiny","name":"Hellfire Gaze","actions_number":4,"id":"action-4229","text":" Hellfire Gaze Two Actions Source Pathfinder #223: Hell's Destiny pg. 229 Frequency once per minute --- The thruneosaurus’s eyes project a line of fire in a 30- foot line, dealing 1d6 fire damage for every 2 levels the thruneosaurus has to all creatures in the area (basic Reflex save). A creature that critically fails its save also takes persistent fire damage equal to the number of damage dice. This uses a trained DC using the thruneosaurus’s Constitution modifier or an expert DC if the beast is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-4229"},{"skill_mod":{},"summary":"You huddle behind cover or greater cover or deeper into concealment to become hidden , rather than observed . The GM rolls your Stealth check …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2404","weakness":{},"name":"Hide","legacy_id":["action-62"],"trait":["Secret"],"actions_number":2,"id":"action-2404","text":" Hide Single Action Source Player Core pg. 244 --- You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover). Success If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition. 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 off-guard 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2404"},{"skill_mod":{},"summary":"You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=36","weakness":{},"name":"High Jump","actions_number":4,"id":"action-36","text":" High Jump Two Actions Source Core Rulebook pg. 242 --- You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet. Success Increase the maximum vertical distance to 5 feet. Failure You Leap normally. Critical Failure You don’t Leap at all, and instead you fall prone in your space.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-36"},{"skill_mod":{},"summary":"While the PCs can strike out themselves to deal with ongoing events, it's often more efficient to Hire Adventurers. When you Hire Adventurers to help …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1394","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Hire Adventurers","trait":["Downtime","Leadership"],"id":"action-1394","text":" Hire Adventurers Source Kingmaker Adventure Path pg. 524 --- While the PCs can strike out themselves to deal with ongoing events, it's often more efficient to Hire Adventurers. When you Hire Adventurers to help end an ongoing event, the DC is equal to your Control DC adjusted by the event's level modifier. Roll 1 Resource Die and spend RP equal to the result each time you attempt this activity. Critical Success You end the continuous event. Success The continuous event doesn't end, but you gain a +2 circumstance bonus to resolve the event during the next Event phase. Failure You fail to end the continuous event. If you try to end the continuous event again, the cost in RP increases to 2 Resource Dice. Critical Failure As failure, but word spreads quickly through the region—you can no longer attempt to end this continuous event by Hiring Adventurers.","category":"action","rarity":"common","slug":"action-1394"},{"skill_mod":{},"summary":"You spend 2 hours gathering ingredients. This supplements the food from Subsisting with additional ingredients you can use to cook basic or special …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"trained in Survival ","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1476","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Hunt and Gather","trait":["Camping","Move"],"id":"action-1476","text":" Hunt and Gather Source Kingmaker Companion Guide pg. 111 Requirements trained in Survival --- You spend 2 hours gathering ingredients. This supplements the food from Subsisting with additional ingredients you can use to cook basic or special meals, gaining greater effects than simply eating the rations alone. Attempt a Hunting Lore or Survival check against the Zone DC. Critical Success You find a number of basic ingredients equal to twice the zone's DC, plus 4 special ingredients. If you're Hunting and Gathering in a zone that's at least level 7, increase the number of special ingredients found to 8; if you're doing so in a zone that's at least level 14, increase it to 12. Success You find a number of basic ingredients equal to the zone's DC, plus 1d4 special ingredients. If you're Hunting and Gathering in a zone that's at least level 7, increase the number of special ingredients found to 2d4; if you're doing so in a zone that's at least level 14, increase it to 3d4. Failure You find a number of basic ingredients equal to the zone's DC. Critical Failure You find 1d4 basic ingredients (maximum equal to the zone's DC). In addition, you've attracted attention. Make an additional flat check to determine if a random encounter occurs at your campsite following this activity.","category":"action","rarity":"common","slug":"action-1476"},{"skill_mod":{},"summary":"You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be …","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=10","weakness":{},"name":"Hunt Prey","trait":["Concentrate","Ranger"],"actions_number":2,"id":"action-10","text":" Hunt Prey Single Action Source Core Rulebook pg. 168 --- You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-10"},{"skill_mod":{},"summary":"Designate a single creature that you can see or hear, or whom you've spent a significant amount of time studying and reading about from afar (subject …","primary_source":"Spore War Player's Guide","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Spore War Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3157","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Hunt the Razer's Pawn","trait":["Concentrate"],"actions_number":2,"id":"action-3157","text":" Hunt the Razer's Pawn Single Action Source Spore War Player's Guide pg. 13 --- Designate a single creature that you can see or hear, or whom you've spent a significant amount of time studying and reading about from afar (subject to the GM's approval), and who you know to be an agent of Treerazer. You gain a +2 circumstance bonus to Perception checks to Seek or Sense the Motive of this creature. This creature takes a –1 circumstance penalty to saving throws against spells or effects you create; this penalty increases to –2 against effects that have the holy trait. You can have only one creature designated by Hunt the Razer's Pawn at a time. If you use this ability against a creature when you already have one designated, the prior creature loses the designation and the new creature gains the designation. This lasts until your next daily preparations.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3157"},{"skill_mod":{},"summary":"You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=515","weakness":{},"name":"Hustle","trait":["Exploration","Move"],"id":"action-515","text":" Hustle Source Core Rulebook pg. 480 --- You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.","category":"action","rarity":"common","slug":"action-515"},{"skill_mod":{},"summary":"You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding or wearing an alchemist's toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2386","weakness":{},"name":"Identify Alchemy","legacy_id":["action-44"],"trait":["Concentrate","Exploration","Secret"],"id":"action-2386","text":" Identify Alchemy Source Player Core pg. 237 Requirements You are holding or wearing an alchemist's toolkit. --- You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any way, you must start over. Success You identify the item and the means of activating it. Failure You fail to identify the item but can try again. Critical Failure You misidentify the item as another item of the GM's choice.","category":"action","rarity":"common","slug":"action-2386"},{"skill_mod":{},"summary":"Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2365","weakness":{},"name":"Identify Magic","legacy_id":["action-24"],"trait":["Concentrate","Exploration","Secret"],"id":"action-2365","text":" Identify Magic Source Player Core pg. 230 --- Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it. Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed. Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success. Failure You fail to identify the magic and can't try again for 1 day. Critical Failure You misidentify the magic as something else of the GM's choice.","category":"action","rarity":"common","slug":"action-2365"},{"skill_mod":{},"summary":"You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=46","weakness":{},"name":"Impersonate","trait":["Concentrate","Exploration","Manipulate","Secret"],"id":"action-46","text":" Impersonate Source Core Rulebook pg. 245 --- You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others. Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes. Failure The creature can tell you’re not who you claim to be. Critical Failure The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.","category":"action","rarity":"common","slug":"action-46"},{"remaster_name":["Implements Interruption"],"skill_mod":{},"summary":"Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon …","primary_source":"Dark Archive","trait_group":["School","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.","source":["Dark Archive"],"trigger":"The target of your Exploit Vulnerability uses a concentrate , manipulate , or move action, or leaves a square during a move action it's using.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1234","weakness":{},"school":"evocation","name":"Implement's Interruption","trait":["Evocation","Magical","Thaumaturge"],"actions_number":1,"id":"action-1234","text":" Implement's Interruption Reaction Source Dark Archive pg. 41 Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. --- Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1234"},{"legacy_name":["Implement's Interruption"],"skill_mod":{},"summary":"Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":" You’re holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you’re wielding a melee weapon, or within 10 feet if you’re wielding a ranged weapon.","source":["Dark Archives (Remastered)"],"trigger":"The target of your Exploit Vulnerability uses a concentrate , manipulate , or move action, or leaves a square during a move action it's using.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3555","weakness":{},"name":"Implements Interruption","legacy_id":["action-1234"],"trait":["Magical","Thaumaturge"],"actions_number":1,"id":"action-3555","text":" Implements Interruption Reaction Source Dark Archives (Remastered) pg. 41 Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You’re holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you’re wielding a melee weapon, or within 10 feet if you’re wielding a ranged weapon. --- Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3555"},{"skill_mod":{},"summary":"Attempt a basic check to draw upon your kingdom's treasury to enhance the quality of life for your citizens. This activity can be taken only during …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1402","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Improve Lifestyle","trait":["Commerce","Downtime"],"id":"action-1402","text":" Improve Lifestyle Source Kingmaker Adventure Path pg. 527 --- Attempt a basic check to draw upon your kingdom's treasury to enhance the quality of life for your citizens. This activity can be taken only during the Commerce phase of a Kingdom turn (page 538). Critical Success Your push to Improve Lifestyles affords your citizens significant free time to pursue recreational activities. For the remainder of the Kingdom turn, you gain a +2 circumstance bonus to Culture-based checks. Success Your push to Improve Lifestyles helps your citizens enjoy life. For the remainder of the Kingdom turn, you gain a +1 circumstance bonus to Culture-based checks. Failure As success, but you've strained your treasury. Take a –1 circumstance penalty to Economy-based checks for the remainder of this Kingdom turn. Critical Failure Your attempt to Improve Lifestyles backfires horribly as criminal elements in your kingdom abuse your generosity. You take a –1 circumstance penalty to Economy-based checks for the remainder of the Kingdom turn, gain 1 Unrest, and add 1 to a Ruin of your choice.","category":"action","rarity":"common","slug":"action-1402"},{"skill_mod":{},"summary":"You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1118","frequency":"once per day","weakness":{},"name":"Ineteract","actions_number":2,"id":"action-1118","text":" Activate Single Action Ineteract; Frequency once per day; Effect You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes 4d6 slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1118"},{"skill_mod":{},"summary":"You send spies out to gather intelligence on a neighboring nation, a cult or thieves' guild within your borders, an unclaimed Freehold, or even an …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1398","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Infiltration","trait":["Downtime","Leadership"],"id":"action-1398","text":" Infiltration Source Kingmaker Adventure Path pg. 526 --- You send spies out to gather intelligence on a neighboring nation, a cult or thieves' guild within your borders, an unclaimed Freehold, or even an unexplored adventure site. Alternately, you can simply send your spies out to investigate the current health of your kingdom. Attempt a basic check. Critical Success You learn something valuable or helpful. If you were infiltrating a specific target, the GM decides what is learned, but the information is exact and precise. For example, if you were infiltrating an unexplored ruin, you might learn that the site is infested with web lurkers and spider swarms. If you were investigating your kingdom's health, your spies reveal easy methods to address citizen dissatisfaction, allowing you to choose one of the following: reduce Unrest by 1d4 or reduce a Ruin of your choice by 1. Success You learn something helpful about the target, but the information is vague and imprecise. For example, if you were infiltrating the same ruin mentioned in the critical success above, you might learn that some sort of aberration uses the ruins as its lair. If you were investigating your kingdom's health, your spies learn enough that you can take action. Reduce your kingdom's Unrest by 1. Failure Your spies fail to learn anything of import, but they are not themselves compromised. Critical Failure You never hear from your spies again, but someone certainly does! You take a –2 circumstance penalty on all kingdom checks until the end of the next Kingdom turn as counter-infiltration from an unknown enemy tampers with your kingdom's inner workings.","category":"action","rarity":"common","slug":"action-1398"},{"skill_mod":{},"summary":"You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=480","weakness":{},"name":"Influence","trait":["Concentrate","Linguistic"],"id":"action-480","text":" Influence Source Gamemastery Guide pg. 151 --- You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block). Critical Success You gain 2 Influence Points with the chosen NPC. Success You gain 1 Influence Point with the chosen NPC. Failure You gain no Influence Points with the chosen NPC. Critical Failure You lose 1 Influence Point with the chosen NPC.","category":"action","rarity":"common","slug":"action-480"},{"skill_mod":{},"summary":"( downtime ) You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2980","weakness":{},"name":"Influence Rumor","id":"action-2980","text":" Influence Rumor Source Player Core 2 pg. 195 --- (downtime) You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The difficulty is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically is no lower than DC 15 for a small village, DC 20 for a town, DC 30 for a city, or DC 40 for a metropolis.","category":"action","rarity":"common","slug":"action-2980"},{"skill_mod":{},"summary":"Spend a Mythic Point . You regain Hit Points equal to your Constitution modifier (minimum 1) × your level and remove the fatigued condition. If …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3532","frequency":"once per day;","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Instant Recovery","actions_number":2,"id":"action-3532","text":" Instant Recovery Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Frequency once per day; --- Spend a Mythic Point. You regain Hit Points equal to your Constitution modifier (minimum 1) × your level and remove the fatigued condition. If you’re suffering from any recurring affliction such as poison or disease, attempt a saving throw against the affliction at mythic proficiency to see if you reduce the affliction’s stage. This saving throw cannot increase your affliction’s stage, nor does it change the affliction’s maximum duration.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3532"},{"skill_mod":{},"summary":"The PC spends several seconds issuing insults and taunts to Ordulf, then attempts a DC 38 Deception, Intimidation, or Performance check. If the …","primary_source":"Prey for Death","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Prey for Death"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2939","weakness":{},"source_group":["Prey for Death"],"primary_source_group":"Prey for Death","name":"Insult Ordulf","actions_number":4,"id":"action-2939","text":" Insult Ordulf Two Actions Source Prey for Death pg. 31 --- The PC spends several seconds issuing insults and taunts to Ordulf, then attempts a DC 38 Deception, Intimidation, or Performance check. If the insults include challenges to Ordulf's bravery, compare him to a troll or a chicken, insult his skill at fishing, or liken him to a witch or national of Irrisen, this becomes a DC 33 check. Critical Success You strike a nerve. Not only does Ordulf become sickened 2 with anger, he is also stunned 1 from the shock of your words. Success Your insults cause Ordulf to become sickened 2 with anger. Failure Your insult only has a brief effect, causing Ordulf to become sickened 1. He automatically recovers from this sickened condition at the end of his next turn. Critical Failure Your attempt to insult Ordulf fails so spectacularly that he becomes temporarily immune to Insult Ordulf activities from you for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2939"},{"skill_mod":{},"summary":"You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3547","frequency":"once per round","weakness":{},"name":"Intensify Vulnerability","legacy_id":["action-1228"],"trait":["Concentrate","Esoterica","Magical","Thaumaturge"],"actions_number":2,"id":"action-3547","text":" Intensify Vulnerability Single Action Source Dark Archives (Remastered) pg. 35 Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. --- You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3547"},{"skill_mod":{},"summary":"The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1461","weakness":{},"name":"Interact","actions_number":6,"id":"action-1461","text":" Activate Three Actions Interact; Effect The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count. The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month. You can return the palanquin to its original shape by using an Interact action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1461"},{"skill_mod":{},"summary":"You and objects you wear or carry fall into your shadow, becoming a two-dimensional silhouette. In this form you aren't incorporeal, but you also …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1029","weakness":{},"name":"Interact (1 minute)","id":"action-1029","text":" Activate Interact (1 minute); Effect You and objects you wear or carry fall into your shadow, becoming a two-dimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the light trait, and damage from Strikes with the ghost touch property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. Your land and climb Speeds both become 40 feet. You can't use actions except Climb, Step, or Stride actions using the granted Speeds or an Interact activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space.","category":"action","rarity":"common","slug":"action-1029"},{"skill_mod":{},"summary":"The songbird leaps into the air and flies in a circle, swooping around an area around you for 10 minutes as it sings. The songbird never travels …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2884","frequency":"once per day","weakness":{},"source_group":["Seven Dooms for Sandpoint"],"primary_source_group":"Seven Dooms for Sandpoint","name":"Interact (10 minutes)","actions_number":4,"id":"action-2884","text":" Activate Two Actions Interact (10 minutes); Frequency once per day; Effect The songbird leaps into the air and flies in a circle, swooping around an area around you for 10 minutes as it sings. The songbird never travels further than 50 feet from the location where you activated it. It returns to that location at the end of the duration, at which point the songbird casts private sanctum at that location before going quiet once again. The effect remains in place for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2884"},{"skill_mod":{},"summary":"You raise the scope to your eye and observe a creature within 30 feet. You can attempt to identify the creature by Recalling Knowledge . The …","primary_source":"Malevolence","primary_source_category":"Adventures","source_category":["Adventures"],"source":["Malevolence"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=725","frequency":"once per hour","weakness":{},"source_group":["Malevolence"],"primary_source_group":"Malevolence","name":"Interact (abjuration, divine)","actions_number":4,"id":"action-725","text":" Activate Two Actions Interact (abjuration, divine) Frequency once per hour; Effect You raise the scope to your eye and observe a creature within 30 feet. You can attempt to identify the creature by Recalling Knowledge. The starless scope adds a +2 item bonus to this check. If the creature is associated with the Dominion of the Black or the Elder Mythos, or is a creature whose actions have blasphemed against Desna (Ioseff Xarwin's ghost falls into this latter category), the creature must attempt a DC 27 Will save. Critical Success The creature is unaffected, and the starless scope's lens shatters. Success The creature shines with starlight for 1 round. During this time, the creature can't be concealed if it is visible. If it's invisible, it's concealed rather than being undetected. The creature takes a –1 status penalty to saving throws against divine effects while it shimmers with starlight. Failure As success, but the creature also suffers an additional effect. An incorporeal creature loses its incorporeal trait as long as it shines with starlight. Any other creature becomes slowed 1 as long as it shines with starlight. Critical Failure As failure, but the duration of the starlight is 1 minute, and the status penalty to saving throws against divine effects increases to –2.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-725"},{"remaster_name":["(auditory, emotion, incapacitation, magical, manipulate, mental)"],"skill_mod":{},"summary":"You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're trained in Performance ","source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1241","frequency":"once per hour","weakness":{},"name":"Interact (auditory, emotion, enchantment, incapacitation, magical, mental)","actions_number":4,"id":"action-1241","text":" Activate Two Actions Interact (auditory, emotion, enchantment, incapacitation, magical, mental) Frequency once per hour; Requirements You're trained in Performance; Effect You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1241"},{"skill_mod":{},"summary":"You play the drum, unleashing a rhythm that gets other moving. Up to 2 allies that can hear the drum can use a reaction to Stride 5 feet.","primary_source":"Celebrating Hispanic Heritage Month","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["Celebrating Hispanic Heritage Month"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1335","frequency":"once per round","weakness":{},"name":"Interact (auditory, emotion, enchantment, mental)","actions_number":2,"id":"action-1335","text":" Activate Single Action Interact (auditory, emotion, enchantment, mental) Frequency once per round; Effect You play the drum, unleashing a rhythm that gets other moving. Up to 2 allies that can hear the drum can use a reaction to Stride 5 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1335"},{"skill_mod":{},"summary":"If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3740","weakness":{},"name":"Interact (auditory, light, transmutation)","actions_number":2,"id":"action-3740","text":" Activate Single Action Interact (auditory, light, transmutation) Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can’t be concealed while they glow. If a creature is invisible, they’re concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3740"},{"skill_mod":{},"summary":"You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your …","primary_source":"GM's Toolkit: Secret Keeper's Mask","primary_source_category":"Blog Posts","source_category":["Blog Posts"],"source":["GM's Toolkit: Secret Keeper's Mask"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=691","frequency":"once per day","weakness":{},"name":"Interact (auditory, linguistic)","actions_number":2,"id":"action-691","text":" Activate Single Action Interact (auditory, linguistic); Frequency once per day; Effect You touch the mask's spiral and identify a target creature within 30 feet. For the next 10 minutes, any normal speech you utter can, at your discretion, be inaudible to all creatures except the target creature, who can hear you clearly regardless of ambient sound so long as it is within 1 mile. This ability doesn't silence magical words, such as the verbal component of spellcasting or commands to activate magic items.","category":"action","actions":"Single Action","rarity":"common","slug":"action-691"},{"skill_mod":{},"summary":"While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. Anyone within 60 …","primary_source":"Gods & Magic","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=361","weakness":{},"name":"Interact (auditory)","actions_number":2,"id":"action-361","text":" Activate Single Action Interact (auditory) Effect While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance.","category":"action","actions":"Single Action","rarity":"common","slug":"action-361"},{"skill_mod":{},"summary":"You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3793","frequency":"once per day","weakness":{},"name":"Interact (cold)","actions_number":4,"id":"action-3793","text":" Activate Two Actions Interact (cold) Frequency once per day; Effect You breathe a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3793"},{"skill_mod":{},"summary":"If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it. This has …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1021","frequency":"once per day","weakness":{},"name":"Interact (concentrate, manipulate, metamagic)","actions_number":2,"id":"action-1021","text":" Activate Single Action Interact (concentrate, manipulate, metamagic) Frequency once per day; Effect If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it. This has the same effect as the Conceal Spell feat.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1021"},{"skill_mod":{},"summary":"You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the …","primary_source":"Pathfinder #164: Hands of the Devil","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=708","frequency":"once per hour","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact (concentrate)","actions_number":2,"id":"action-708","text":" Activate Single Action Interact (concentrate) Frequency once per hour; Effect You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-708"},{"skill_mod":{},"summary":"You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3702","frequency":"once per round","weakness":{},"name":"Interact (conjuration, magical)","actions_number":2,"id":"action-3702","text":" Activate Single Action Interact (conjuration, magical) Frequency once per round; Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it’s immobilized for 1 round or until it Escapes (DC 20) or destroys the webbing.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3702"},{"skill_mod":{},"summary":"You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that …","primary_source":"Pathfinder #167: Ready? Fight!","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=721","frequency":"once per day","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"Interact (conjuration, teleportation)","actions_number":4,"id":"action-721","text":" Activate Two Actions Interact (conjuration, teleportation) Frequency once per day; Effect You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-721"},{"remaster_name":["(fortune, manipulate, occult)"],"skill_mod":{},"summary":"You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1238","frequency":"once per month","weakness":{},"name":"Interact (divination, fortune, occult)","id":"action-1238","text":" Activate Interact (divination, fortune, occult) Frequency once per month; Effect You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck.","category":"action","rarity":"common","slug":"action-1238"},{"skill_mod":{},"summary":"The dots of the tattoo turn to points of light and fly above the head of a creature within 30 feet, where they form a three-star constellation that …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1121","frequency":"once per day","weakness":{},"name":"Interact (divination, metamagic)","actions_number":2,"id":"action-1121","text":" Activate Single Action Interact (divination, metamagic) Frequency once per day; Effect The dots of the tattoo turn to points of light and fly above the head of a creature within 30 feet, where they form a three-star constellation that guides your spells further than they could normally travel. The constellation sheds dim light and remains visible even if the creature hides, aiding in locating it. Furthermore, while the constellation lasts, if you Cast a Spell that has a range and that spell would affect only the marked creature, the spell's range is increased by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Each time you use this benefit, one of the stars above the creature's head winks out; when all three have winked out or after 1 minute has passed, the effect ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1121"},{"skill_mod":{},"summary":"The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=668","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact (divination)","actions_number":2,"id":"action-668","text":" Activate Single Action Interact (divination) Frequency once per day; Effect The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep.","category":"action","actions":"Single Action","rarity":"common","slug":"action-668"},{"skill_mod":{},"summary":"You flip the hourglass upside down then immediately right it again, rewinding time by a few moments. Reroll the saving throw with a +4 circumstance …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"trigger":"You fail a saving throw","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1510","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (divine, fortune, transmutation)","actions_number":1,"id":"action-1510","text":" Activate Reaction Interact (divine, fortune, transmutation) Frequency once per day; Trigger You fail a saving throw; Effect You flip the hourglass upside down then immediately right it again, rewinding time by a few moments. Reroll the saving throw with a +4 circumstance bonus. You must use the results of this new saving throw.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1510"},{"skill_mod":{},"summary":"You flip the hourglass upside down, unhinging you from the flow of time. You become quickened for 1 minute. You can use this extra action only to …","primary_source":"Pathfinder #186: Ghost King's Rage","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1511","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (divine, transmutation)","actions_number":4,"id":"action-1511","text":" Activate Two Actions Interact (divine, transmutation) Frequency once per day; Effect You flip the hourglass upside down, unhinging you from the flow of time. You become quickened for 1 minute. You can use this extra action only to Step, Stride, or Sustain a Spell.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1511"},{"skill_mod":{},"summary":"You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3672","frequency":"once per hour","weakness":{},"name":"Interact (electricity, evocation, magical)","actions_number":4,"id":"action-3672","text":" Activate Two Actions Interact (electricity, evocation, magical) Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3672"},{"skill_mod":{},"summary":"The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3701","frequency":"once per hour","weakness":{},"name":"Interact (emotion, enchantment, fear, magical, mental)","actions_number":4,"id":"action-3701","text":" Activate Two Actions Interact (emotion, enchantment, fear, magical, mental) Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3701"},{"skill_mod":{},"summary":"You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1064","frequency":"once per day","weakness":{},"name":"Interact (emotion, enchantment, mental, visual)","actions_number":4,"id":"action-1064","text":" Activate Two Actions Interact (emotion, enchantment, mental, visual) Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1064"},{"skill_mod":{},"summary":"You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The last action you took this turn was to Cast a Spell from the wand","source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1829","weakness":{},"name":"Interact (emotion, illusion, light, mental, visual)","actions_number":2,"id":"action-1829","text":" Activate Single Action Interact (emotion, illusion, light, mental, visual) Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it. The spotlight follows you wherever you move. You can't be concealed while in the spotlight. The effect ends if you become invisible, attempt a Stealth check, or Dismiss the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, Sustain an Activation has the manipulate trait. Sustaining extends the spotlight, and keeps fascinated creatures fascinated, but doesn't cause creatures not already fascinated to become fascinated.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1829"},{"skill_mod":{},"summary":"You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=667","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact (emotion, mental)","actions_number":4,"id":"action-667","text":" Activate Two Actions Interact (emotion, mental) Frequency once per day; Effect You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the next minute, whenever you successfully Strike a creature with the nightmare cudgel , you can use a free action to attempt an Intimidation check to Demoralize the struck creature.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-667"},{"skill_mod":{},"summary":"You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's …","primary_source":"Pathfinder #163: Ruins of Gauntlight","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=694","frequency":"once per day","weakness":{},"source_group":["Abomination Vaults"],"primary_source_group":"Abomination Vaults","name":"Interact (emotion, visual)","actions_number":4,"id":"action-694","text":" Activate Two Actions Interact (emotion, visual) Frequency once per day; Effect You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. Critical Success The creature is unaffected and realizes that you attempted to mentally influence them with the light. Success The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already. Failure The creature becomes fascinated by the lantern's light, and remains fascinated as long as you Sustain the Activation, up to 10 minutes. Critical Failure As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the fascinated creature remembers any events that took place while fascinated only as indistinct, dream-like memories.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-694"},{"skill_mod":{},"summary":"You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle . As long as the Strike isn’t a …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3697","frequency":"once per day","weakness":{},"name":"Interact (evocation, magical)","actions_number":6,"id":"action-3697","text":" Activate Three Actions Interact (evocation, magical) Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle . As long as the Strike isn’t a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1. Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds. Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it’s on the ground, it falls prone. Poison Noxious vapors fill the target’s lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute. ","category":"action","actions":"Three Actions","rarity":"common","slug":"action-3697"},{"skill_mod":{},"summary":"You pull the trigger, expending both loaded alchemist’s fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The flamethrower is loaded","source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3830","weakness":{},"name":"Interact (fire)","actions_number":4,"id":"action-3830","text":" Activate Two Actions Interact (fire) Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist’s fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist’s fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage. Lesser Alchemist’s Fire: The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage. Moderate Alchemist’s Fire: The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage. Greater Alchemist’s Fire: The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage. Major Alchemist’s Fire: The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3830"},{"skill_mod":{},"summary":"You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or …","primary_source":"Pathfinder #156: The Apocalypse Prophet","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=529","frequency":"once per minute","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Interact (force)","actions_number":4,"id":"action-529","text":" Activate Two Actions Interact (force) Frequency once per minute; Effect You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash Strike against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked prone). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-529"},{"skill_mod":{},"summary":"You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=844","frequency":"once per day","weakness":{},"name":"Interact (healing, magical, necromancy, positive)","actions_number":4,"id":"action-844","text":" Activate Two Actions Interact (healing, magical, necromancy, positive) Frequency once per day; Effect You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-844"},{"skill_mod":{},"summary":"With a sweeping motion, you swing the palette of masterstrokes in your hand. It casts color spray as a 4th-level divine spell. The spell DC is …","primary_source":"Kingmaker Companion Guide","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1366","frequency":"once per hour","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact (illusion, incapacitation)","actions_number":4,"id":"action-1366","text":" Activate Two Actions Interact (illusion, incapacitation) Frequency once per hour; Effect With a sweeping motion, you swing the palette of masterstrokes in your hand. It casts color spray as a 4th-level divine spell. The spell DC is 29.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1366"},{"skill_mod":{},"summary":"You make a melee Strike with shadow's heart and teleport to an open space you can see within 100 feet. If the attack hits, you also leave behind a …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1447","frequency":"one per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact (illusion, teleportation)","id":"action-1447","text":" Activate Interact (illusion, teleportation) Frequency one per day; Effect You make a melee Strike with shadow's heart and teleport to an open space you can see within 100 feet. If the attack hits, you also leave behind a shadowy, illusory duplicate of yourself that attacks the same target for up to 3 rounds. The illusion has 1 action per round, which it takes on the turn it's created and on your turn each round. It uses this action to move up to 30 feet to a square adjacent to the target and (if the target is adjacent) to attack the target with a +28 attack modifier, dealing 3d6+16 slashing damage. The illusion has an AC of 35 and is immediately destroyed by any attack that deals damage or requires a saving throw.","category":"action","rarity":"common","slug":"action-1447"},{"skill_mod":{},"summary":"You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare …","primary_source":"Pathfinder #161: Belly of the Black Whale","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=669","frequency":"once per week","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact (illusion, visual)","actions_number":4,"id":"action-669","text":" Activate Two Actions Interact (illusion, visual) Frequency once per week; Effect You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a fear spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-669"},{"skill_mod":{},"summary":"You point the mindrender baton at a target creature within 30 feet and disrupt the target's thoughts so that it sees the carrier of the mindrender …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1350","frequency":"once per day; Charges 2","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact (incapacitation, mental)","actions_number":4,"id":"action-1350","text":" Activate Two Actions Interact (incapacitation, mental) Frequency once per day; Charges 2; Effect You point the mindrender baton at a target creature within 30 feet and disrupt the target's thoughts so that it sees the carrier of the mindrender baton as its commander and liege. The target must attempt a DC 31 Will save. Critical Success The target is unaffected. Success The target is stunned 1 as it fights off the intrusion into its mind. Failure You take command of the target and it becomes controlled, following your orders; if you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The creature can attempt a new DC 31 Will save at the end of each of its turns; on a success, the effect ends. Another character can attempt a DC 32 Diplomacy (master) or Intimidation (master) check against the effect's DC of 31 to remove this effect before then, but if this attempt fails, the commanded creature becomes temporarily immune to that character's attempts to remove the effect via skills for 24 hours. Critical Failure As failure, but the target receives a new save only if you give a new order that is against its nature, such as to kill its allies. Otherwise, this effect persists for 24 hours, or until another character ends it via a skill check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1350"},{"skill_mod":{},"summary":"You evoke the spirit of the unicorn that donated the alicorn lance’s horn, which you ride in a shining charge. Move up to twice your Speed and make …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3816","frequency":"once per hour","weakness":{},"name":"Interact (magical, necromancy)","actions_number":4,"id":"action-3816","text":" Activate Two Actions Interact (magical, necromancy) Frequency once per hour; Effect You evoke the spirit of the unicorn that donated the alicorn lance’s horn, which you ride in a shining charge. Move up to twice your Speed and make a Strike with the alicorn lance; you gain the effects of the lance’s jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3816"},{"skill_mod":{},"summary":"You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1081","weakness":{},"name":"Interact (magical, polymorph, transmutation)","actions_number":2,"id":"action-1081","text":" Activate Single Action Interact (magical, polymorph, transmutation) Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1081"},{"skill_mod":{},"summary":"You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle …","primary_source":"Guns & Gears","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3704","weakness":{},"name":"Interact (magical, transmutation)","actions_number":4,"id":"action-3704","text":" Activate Two Actions Interact (magical, transmutation) Effect You cause one of the tentacles forming the weapon’s five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it’s in a square adjacent to you.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3704"},{"skill_mod":{},"summary":"You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature’s mind. The target must attempt …","primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3898","frequency":"once per hour","weakness":{},"name":"Interact (mental, misfortune)","actions_number":4,"id":"action-3898","text":" Activate Two Actions Interact (mental, misfortune) Frequency once per hour; Effect You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature’s mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3898"},{"skill_mod":{},"summary":"You point the mindrender baton at a target creature within 60 feet and cause the target to suffer cripplingly painful headaches. The target takes …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1349","frequency":"once per day; Charges 1","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Interact (mental)","actions_number":4,"id":"action-1349","text":" Activate Two Actions Interact (mental) Frequency once per day; Charges 1; Effect You point the mindrender baton at a target creature within 60 feet and cause the target to suffer cripplingly painful headaches. The target takes 11d6 mental damage (DC 31 basic Will save), and is stunned 2 on a critical failure.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1349"},{"skill_mod":{},"summary":"If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not …","primary_source":"Pathfinder #147: Tomorrow Must Burn","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=310","frequency":"once per day","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Interact (metamagic)","actions_number":2,"id":"action-310","text":" Activate Single Action Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended.","category":"action","actions":"Single Action","rarity":"common","slug":"action-310"},{"skill_mod":{},"summary":"The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in …","primary_source":"Pathfinder #179: Cradle of Quartz","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The smogger's above activation is in effect","source":["Pathfinder #179: Cradle of Quartz"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1205","frequency":"once per day","weakness":{},"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Interact (poison)","actions_number":4,"id":"action-1205","text":" Activate Two Actions Interact (poison) Frequency once per day; Requirements The smogger's above activation is in effect; Effect The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 1 (or increases their sickened condition value to 2 if it isn't holding its breath). The creature also takes 4d6 poison damage. Critical Failure As failure, but the creature takes 8d6 poison damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1205"},{"remaster_name":["(manipulate, polymorph, primal)"],"skill_mod":{},"summary":"The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local …","primary_source":"Dark Archive","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1237","frequency":"once per day","weakness":{},"name":"Interact (polymorph, primal, transmutation)","id":"action-1237","text":" Activate Interact (polymorph, primal, transmutation) Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid. While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.","category":"action","rarity":"common","slug":"action-1237"},{"skill_mod":{},"summary":"You make a thrown Strike with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=848","frequency":"once per hour","weakness":{},"name":"Interact (shadow, teleportation)","actions_number":4,"id":"action-848","text":" Activate Two Actions Interact (shadow, teleportation) Frequency once per hour; Effect You make a thrown Strike with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. You instantly teleport to a space adjacent to the target of your Strike, as dimension door , and then catch the dagger in your hand.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-848"},{"skill_mod":{},"summary":"You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a …","primary_source":"Secrets of Magic","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have two hands free","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=871","frequency":"once per day","weakness":{},"name":"Interact (sonic)","actions_number":2,"id":"action-871","text":" Activate Single Action Interact (sonic) Frequency once per day; Requirements You have two hands free; Effect You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.","category":"action","actions":"Single Action","rarity":"common","slug":"action-871"},{"skill_mod":{},"summary":"A tidal fishhook can travel between bodies of water to strike distant foes. You throw the fishhook into a 5-foot square that's fully covered with …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1122","frequency":"once per hour","weakness":{},"name":"Interact (teleportation, water)","actions_number":4,"id":"action-1122","text":" Activate Two Actions Interact (teleportation, water) Frequency once per hour; Effect A tidal fishhook can travel between bodies of water to strike distant foes. You throw the fishhook into a 5-foot square that's fully covered with water, and it emerges to Strike or Grapple a target from another such square within 60 feet; the squares can be part of the same body of water or different ones. The distance between the bodies of water doesn't count toward the fishhook's range increment. If you successfully Grapple the target as part of this Strike, you can pull yourself along the fishhook's line, teleporting to the secondary body of water.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1122"},{"skill_mod":{},"summary":"You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed . The foe …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe","source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1035","weakness":{},"name":"Interact (visual)","actions_number":2,"id":"action-1035","text":" Activate Single Action Interact (visual) Requirements The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe; Effect You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed. The foe you chose diverts its attention to you, becoming flat-footed to your allies until the beginning of your next turn. If you are invisible or otherwise can't become observed, you can't use this activation.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1035"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=103","weakness":{},"name":"Interact or 1 or more days; see below","actions_number":2,"id":"action-103","text":" Activate Single Action Interact or 1 or more days; see below; ","category":"action","actions":"Single Action","rarity":"common","slug":"action-103"},{"skill_mod":{},"primary_source":"Pathfinder #197: Let the Leaves Fall","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2685","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","name":"Interact or 10 minutes (concentrate, Interact)","actions_number":2,"id":"action-2685","text":" Activate Single Action Interact or 10 minutes (concentrate, Interact); ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2685"},{"skill_mod":{},"summary":"For 1 hour, anyone who looks through the glasses can see invisible creatures and objects, and sees creatures with the spirit trait as solid and …","primary_source":"Pathfinder #185: A Taste of Ashes","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1444","frequency":"once per day","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Interact, envision","actions_number":2,"id":"action-1444","text":" Activate Single Action Interact, envision; Frequency once per day; Effect For 1 hour, anyone who looks through the glasses can see invisible creatures and objects, and sees creatures with the spirit trait as solid and substantial (rather than ghostly).","category":"action","actions":"Single Action","rarity":"common","slug":"action-1444"},{"skill_mod":{},"summary":"You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=283","weakness":{},"name":"Interact, envision, command","actions_number":6,"id":"action-283","text":" Activate Three Actions Interact, envision, command; Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-283"},{"skill_mod":{},"summary":"You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of …","primary_source":"Pathfinder #158: Sixty Feet Under","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"a swarm creature is within your reach","source":["Pathfinder #158: Sixty Feet Under"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=630","frequency":"once per day","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Interact, manipulate","actions_number":4,"id":"action-630","text":" Activate Two Actions Interact, manipulate; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-630"},{"skill_mod":{},"primary_source":"Treasure Vault","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3866","weakness":{},"name":"Interact, Strike","actions_number":4,"id":"action-3866","text":" Activate Two Actions Interact, Strike; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3866"},{"skill_mod":{},"summary":"You fling yourself in the way of oncoming harm to protect an ally. You can Step , but you must end your movement adjacent to the triggering ally. …","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An ally within 10 feet of you takes physical damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3305","weakness":{},"name":"Intercept Attack","trait":["Guardian"],"actions_number":1,"id":"action-3305","text":" Intercept Attack Reaction Source Battlecry! pg. 38 Trigger An ally within 10 feet of you takes physical damage. --- You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally’s. Special You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3305"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Regongar is camping with the PCs (but see Learn from a Companion ). The camp's intimidating …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1494","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Intimidating Posture","trait":["Camping","Concentrate","Manipulate"],"id":"action-1494","text":" Intimidating Posture Source Kingmaker Companion Guide pg. 105 --- Nethys note: This camping activity requires that Regongar is camping with the PCs (but see Learn from a Companion). The camp's intimidating nature scares off less powerful encounters. If a Low or Trivial random encounter is rolled at any point during the camp, treat it as no encounter instead. The PCs still earn any XP they would have otherwise earned for defeating the encounter in combat when they wake the next day and notice the telltale signs of flight from the skipped encounter.","category":"action","rarity":"common","slug":"action-1494"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=123","weakness":{},"name":"Intimidating Strike","actions_number":4,"id":"action-123","text":" Activate Two Actions Intimidating Strike; ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-123"},{"skill_mod":{},"summary":"You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=907","weakness":{},"name":"Into the Fray","legacy_id":["action-3675"],"trait":["Gunslinger"],"actions_number":0,"id":"action-907","text":" Into the Fray Free Action Source Guns & Gears (Remastered) pg. 108 Trigger You roll initiative. --- You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.","category":"action","actions":"Free Action","rarity":"common","slug":"action-907"},{"skill_mod":{},"summary":" Effect You gain resistance to that damage equal to half your level (minimum 1).","primary_source":"Wake the Dead #5","primary_source_category":"Comics","source_category":["Comics"],"source":["Wake the Dead #5"],"trigger":"You take damage from an effect with the death or negative trait","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2290","frequency":"once per day","weakness":{},"name":"Inured to Death","actions_number":1,"id":"action-2290","text":" Inured to Death Reaction Source Wake the Dead #5 pg. 24 Frequency once per day Trigger You take damage from an effect with the death or negative trait --- Effect You gain resistance to that damage equal to half your level (minimum 1).","category":"action","actions":"Reaction","rarity":"common","slug":"action-2290"},{"skill_mod":{},"summary":"Certain magic items convey their magical benefits only when invested using the Invest an Item activity, tying them to the PC's inner potential. These …","primary_source":"GM Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["GM Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2799","weakness":{},"name":"Invest an Item","legacy_id":["action-289"],"id":"action-2799","text":" Invest an Item Source GM Core pg. 219 --- Certain magic items convey their magical benefits only when invested using the Invest an Item activity, tying them to the PC's inner potential. These items have the invested trait, and most are worn items. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.","category":"action","rarity":"common","slug":"action-2799"},{"skill_mod":{},"summary":"You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=516","weakness":{},"name":"Investigate","trait":["Concentrate","Exploration"],"id":"action-516","text":" Investigate Source Core Rulebook pg. 480 --- You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.","category":"action","rarity":"common","slug":"action-516"},{"skill_mod":{},"summary":"You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"A creature within 60 feet gains the frightened condition.","source":["Ancestry Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=703","frequency":"once per hour","weakness":{},"name":"Invigorating Fear","actions_number":1,"id":"action-703","text":" Invigorating Fear Reaction Source Ancestry Guide pg. 123 Frequency once per hour Requirements A creature within 60 feet gains the frightened condition. --- You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute.","category":"action","actions":"Reaction","rarity":"common","slug":"action-703"},{"skill_mod":{},"summary":"You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other …","primary_source":"Ancestry Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"You attempt a saving throw against a divine effect, but you haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=702","weakness":{},"name":"Invoke Celestial Privilege","actions_number":1,"id":"action-702","text":" Invoke Celestial Privilege Reaction Source Ancestry Guide pg. 123 Trigger You attempt a saving throw against a divine effect, but you haven't rolled yet. --- You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against divine effects until the start of your next turn.","category":"action","actions":"Reaction","rarity":"common","slug":"action-702"},{"skill_mod":{},"summary":"You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, …","primary_source":"Advanced Player's Guide","trait_group":["Class","Tradition","Mechanics","School","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An enemy within 15 feet damages you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=552","weakness":{},"school":"enchantment","name":"Iron Command","trait":["Champion","Divine","Emotion","Enchantment","Mental","Uncommon"],"actions_number":1,"id":"action-552","text":" Iron Command Reaction Source Advanced Player's Guide pg. 117 Trigger An enemy within 15 feet damages you. --- You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options. The enemy kneels, dropping prone as a free action. The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.","category":"action","actions":"Reaction","rarity":"uncommon","slug":"action-552"},{"skill_mod":{},"summary":"You send excavators to build waterways, canals, or drainage systems to convey water from areas that have natural access to a river or lake. Spend RP …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You control a hex adjacent to a river or lake that itself does not contain a river or lake.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1393","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Irrigation","trait":["Downtime","Region"],"id":"action-1393","text":" Irrigation Source Kingmaker Adventure Path pg. 524 Requirements You control a hex adjacent to a river or lake that itself does not contain a river or lake. --- You send excavators to build waterways, canals, or drainage systems to convey water from areas that have natural access to a river or lake. Spend RP as determined by the hex's most inhospitable terrain feature (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. Critical Success The hex gains a river or lake terrain feature (or you change the effects of a previous critical failure at Irrigation in this hex into a failure); work with your GM to determine where these features appear in the hex. In addition, your workers were efficient and quick, and you regain half the RP you spent building the waterways. Success As success, but without regaining any RP. Failure You fail to build workable systems or to restore a previous critical failure, and the hex does not gain the river or lake terrain feature. Critical Failure As failure, but your attempts at Irrigation are so completely useless that they become breeding grounds for disease. Gain 1 Unrest. From this point onward, at the start of your Kingdom turn's Event phase, attempt a DC 4 flat check. This flat check's DC increases by 1 for each hex in your kingdom that contains a critically failed attempt at Irrigation. If you fail this flat check, your kingdom suffers a Plague event in addition to any other event it might have. You can attempt this activity again in a later Kingdom turn to undo a critically failed Irrigation attempt.","category":"action","rarity":"common","slug":"action-1393"},{"skill_mod":{},"summary":"You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will …","primary_source":"Advanced Player's Guide","trait_group":["Affliction","School","Tradition"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=541","frequency":"once per day","weakness":{},"school":"necromancy","name":"Jinx","trait":["Curse","Necromancy","Occult"],"actions_number":4,"id":"action-541","text":" Jinx Two Actions Source Advanced Player's Guide pg. 46 Frequency once per day --- You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher. Success The target is unaffected and is temporarily immune for 24 hours. Failure The target is clumsy 1 for 1 minute. Critical Failure The target is clumsy 2 for 1 minute.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-541"},{"skill_mod":{},"summary":"The goat automatically pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The animal companion's last action was a successful headbutt Strike.","source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2103","weakness":{},"name":"Knock Aside","actions_number":2,"id":"action-2103","text":" Knock Aside Single Action Source Highhelm pg. 109 Requirements The animal companion's last action was a successful headbutt Strike. --- The goat automatically pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit","category":"action","actions":"Single Action","rarity":"common","slug":"action-2103"},{"skill_mod":{},"summary":"The wolf automatically knocks the target of its jaws Strike prone .","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The animal companion’s last action was a successful jaws Strike.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=21","weakness":{},"name":"Knockdown","actions_number":2,"id":"action-21","text":" Knockdown Single Action Source Core Rulebook pg. 216 Requirements The animal companion’s last action was a successful jaws Strike. --- The wolf automatically knocks the target of its jaws Strike prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-21"},{"skill_mod":{},"summary":"Treat your fall as if it were 120 feet shorter. Regardless of whether you take damage or not from the fall, you land on your feet.","primary_source":"Pathfinder #204: Stage Fright","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #204: Stage Fright"],"trigger":"You're falling","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3110","frequency":"once per day","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"Land With Grace","actions_number":1,"id":"action-3110","text":" Activate Reaction Land With Grace; Frequency once per day; Trigger You're falling; Effect Treat your fall as if it were 120 feet shorter. Regardless of whether you take damage or not from the fall, you land on your feet.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3110"},{"skill_mod":{},"summary":"You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump . …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2298","weakness":{},"name":"Leap","legacy_id":["action-81"],"trait":["Move"],"actions_number":2,"id":"action-2298","text":" Leap Single Action Source Player Core pg. 417 --- You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump. Horizontal Jump 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). You can't make a horizontal Leap if your Speed is less than 15 feet. Vertical Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2298"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2366","weakness":{},"name":"Learn a Spell","legacy_id":["action-25"],"trait":["Concentrate","Exploration"],"id":"action-2366","text":" Learn a Spell Source Player Core pg. 230 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: Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. Have materials with the Price indicated in the Learning a Spell table. Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on the Learning a Spell Table). Uncommon or rare spells have higher DCs. 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, except you expend half the materials. ## Table 4-3: Learning a Spell Spell Rank Price Typical DC 1st or cantrip 2 gp 15 2nd 6 gp 18 3rd 16 gp 20 4th 36 gp 23 5th 70 gp 26 6th 140 gp 28 7th 300 gp 31 8th 650 gp 34 9th 1,500 gp 36 10th 7,000 gp 41 Learned Spells A spell you learn is added to your repository of spells, such as a spellbook for a wizard, familiar for a witch, or spell list for a cleric or druid. If you have a spell repertoire, such as a bard, it's not automatically added since you can only know a limited number of spells. Instead, you can select it when you add or swap spells.","category":"action","rarity":"common","slug":"action-2366"},{"skill_mod":{},"summary":"All of the companions in this book are presented with specialized Camping activities. Normally, in order for a PC to be able to attempt one of …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The companion to be learned from must be camping with you, and they must be at least Friendly .","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1477","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Learn from a Companion","trait":["Camping","Concentrate"],"id":"action-1477","text":" Learn from a Companion Source Kingmaker Companion Guide pg. 111 Requirements The companion to be learned from must be camping with you, and they must be at least Friendly. --- All of the companions in this book are presented with specialized Camping activities. Normally, in order for a PC to be able to attempt one of these specialized activities, that companion must be present in the camp as well, but this activity allows the companion to attempt to teach the party how to perform the activity on their own. You spend 2 hours with the companion when you attempt to learn from them, then attempt a DC 20 Perception check. ## Learning from Companions Activity Companion Requirements Blend into the Night Harrim Trained in Religion, worships Groetus Bolster Confidence Linzi Expert in Performance Camp Management Jubilost Expert in Survival Dawnflower's Blessing Tristian Trained in Religion, worships Sarenrae Enhance Campfire Kanerah Expert in Nature Enhance Weapons Amiri Expert in Crafting Intimidating Posture Regongar Expert in Intimidation Maintain Armor Valerie Expert in Craft Set Alarms Octavia Expert in Arcana Set Traps Nok-Nok Expert in Thievery Undead Guardians Jaethal Expert in Religion Water Hazards Kalikke Expert in Nature Wilderness Survival Ekundayo Expert in Survival Critical Success You learn the companion's special activity. Any PC who meets that activity's requirements (see table above) can now perform that activity even when the companion isn't in the camp. Success You make progress in learning the special activity but require at least one more day to master it. If you attempt to Learn from this Companion the next time you camp, the result of that check is improved by one degree of success from the result rolled. Failure You fail to learn anything from the companion. Critical Failure You fail to learn from the companion, who grows frustrated with the party. No further attempts to Learn from this Companion can be attempted during this camping session.","category":"action","rarity":"common","slug":"action-1477"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=775","weakness":{},"name":"Learn Name","trait":["Downtime","Rare","Secret"],"id":"action-775","text":" Learn Name Source Secrets of Magic pg. 245 --- 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.","category":"action","rarity":"rare","slug":"action-775"},{"skill_mod":{},"summary":"The shadow weapon you threw fades, the distraction covering your true intention all along—a second strike in hidden in the blind spot of the first! …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was an unsuccessful Strike with the weapon from the shadow sheath ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3022","weakness":{},"name":"Liar’s Hidden Blade","trait":["Spirit","Transcendence"],"actions_number":2,"id":"action-3022","text":" Liar’s Hidden Blade Single Action Source War of Immortals pg. 45 Requirements Your previous action was an unsuccessful Strike with the weapon from the shadow sheath --- The shadow weapon you threw fades, the distraction covering your true intention all along—a second strike in hidden in the blind spot of the first! Interact to draw another weapon from the shadow sheath, then Strike with it at the same multiple attack penalty as the unsuccessful attack. The opponent is off-guard to this attack. This Strike counts toward your multiple attack penalty as normal. After the Strike resolves, you can Interact to draw another weapon from the shadow sheath .","category":"action","actions":"Single Action","rarity":"common","slug":"action-3022"},{"skill_mod":{},"summary":"Attempt to Escape , rolling the check twice and taking the better result.","primary_source":"Hellfire Dispatches","trait_group":["Tradition","Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're grabbed , immobilized , or restrained ","source":["Hellfire Dispatches"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3759","frequency":"once per day","weakness":{},"name":"Liberate Self","trait":["Divine","Fortune"],"actions_number":2,"id":"action-3759","text":" Liberate Self Single Action Source Hellfire Dispatches pg. 48 Frequency once per day Requirements You're grabbed, immobilized, or restrained --- Attempt to Escape, rolling the check twice and taking the better result.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3759"},{"skill_mod":{},"summary":"The mongoose makes a jaws Strike that can help creatures break free of restraint, like the grasp of a cobra. If the Strike hits, each creature …","primary_source":"Howl of the Wild","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2786","weakness":{},"name":"Liberating Bite","trait":["Flourish"],"actions_number":2,"id":"action-2786","text":" Liberating Bite Single Action Source Howl of the Wild pg. 92 --- The mongoose makes a jaws Strike that can help creatures break free of restraint, like the grasp of a cobra. If the Strike hits, each creature grappled or restrained by the target can Escape as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2786"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2808","weakness":{},"name":"Liberating Step","trait":["Champion","Divine"],"actions_number":1,"id":"action-2808","text":" Liberating Step Reaction Source Player Core 2 pg. 92 Trigger An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura --- 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. Whether or not it needed to escape, the ally can then Step as a free action if it's able to move.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2808"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=47","weakness":{},"name":"Lie","trait":["Auditory","Concentrate","Linguistic","Mental","Secret"],"id":"action-47","text":" Lie Source Core Rulebook pg. 246 --- 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.","category":"action","rarity":"common","slug":"action-47"},{"skill_mod":{},"summary":"( electricity ) Your familiar flies around and around an adjacent ally’s weapon or hand, dissolving into multiple rings of lightning. Until the …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2913","weakness":{},"name":"Lightning Armillary","actions_number":2,"id":"action-2913","text":" Activate Single Action Lightning Armillary; Effect (electricity) Your familiar flies around and around an adjacent ally’s weapon or hand, dissolving into multiple rings of lightning. Until the beginning of your next turn, the affected weapon or unarmed attack deals an additional 1d6 electricity damage, or 1d8 electricity damage if you Cast a Spell with the air or electricity trait this turn. Your familiar remains in lightning ring form, preventing it from being targeted or taking any actions.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2913"},{"skill_mod":{},"summary":"( electricity ) Your familiar absorbs excess electrical charge and unleashes a 5-foot emanation of static electricity that flows into creatures’ …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You Cast a Spell that had the air or electricity traits this turn","source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2912","weakness":{},"name":"Lightning Needles","actions_number":2,"id":"action-2912","text":" Activate Single Action Lightning Needles; Requirements You Cast a Spell that had the air or electricity traits this turn; Effect (electricity) Your familiar absorbs excess electrical charge and unleashes a 5-foot emanation of static electricity that flows into creatures’ meridians. Creatures in the emanation that fail a Fortitude save against your spell DC become clumsy 1 until the end of their next turn. If a creature is soaked or standing over or in water inside the emanation, it also takes 1d4 persistent electricity damage on a failed save.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2912"},{"skill_mod":{},"summary":"You posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=919","weakness":{},"name":"Living Fortification","legacy_id":["action-3688"],"trait":["Gunslinger"],"actions_number":0,"id":"action-919","text":" Living Fortification Free Action Source Guns & Gears (Remastered) pg. 110 Trigger You roll initiative. --- You posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that weapon defensively, as the parry trait, gaining a +1 circumstance bonus to AC until the end of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.","category":"action","actions":"Free Action","rarity":"common","slug":"action-919"},{"skill_mod":{},"summary":"The keulia Leaps and then makes a bite Strike . As long as it moved at least 10 feet, its Strike deals an additional 1d6 piercing damage, or 2d6 …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3240","weakness":{},"name":"Lizard Leap","actions_number":4,"id":"action-3240","text":" Lizard Leap Two Actions Source Shining Kingdoms pg. 77 --- The keulia Leaps and then makes a bite Strike. As long as it moved at least 10 feet, its Strike deals an additional 1d6 piercing damage, or 2d6 piercing damage if your keulia is nimble or savage. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3240"},{"skill_mod":{},"summary":"The target becomes grabbed , as if the boarhound successfully Grappled the target.","primary_source":"Pathfinder #222: Hellbreakers","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The boarhound’s last action was a successful jaws Strike.","source":["Pathfinder #222: Hellbreakers"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3634","weakness":{},"source_group":["Hellbreakers"],"primary_source_group":"Hellbreakers","name":"Lock Jaw","actions_number":2,"id":"action-3634","text":" Lock Jaw Single Action Source Pathfinder #222: Hellbreakers pg. 215 Requirements The boarhound’s last action was a successful jaws Strike. --- The target becomes grabbed, as if the boarhound successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3634"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=37","weakness":{},"name":"Long Jump","actions_number":4,"id":"action-37","text":" Long Jump Two Actions Source Core Rulebook pg. 242 --- 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-37"},{"skill_mod":{},"summary":"Your giraffe Strides twice and then makes a hoof Strike. As long as it moved at least 20 feet, it deals an additional 1d6 bludgeoning damage. …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2783","weakness":{},"name":"Long Stomp","actions_number":4,"id":"action-2783","text":" Long Stomp Two Actions Source Howl of the Wild pg. 91 --- Your giraffe Strides twice and then makes a hoof Strike. As long as it moved at least 20 feet, it deals an additional 1d6 bludgeoning damage. Increase this to 2d6 if your giraffe is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2783"},{"skill_mod":{},"summary":"You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=521","weakness":{},"name":"Long-Term Rest","trait":["Downtime"],"id":"action-521","text":" Long-Term Rest Source Core Rulebook pg. 481 --- 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.","category":"action","rarity":"common","slug":"action-521"},{"skill_mod":{},"summary":"Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked prone .","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1158","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Lumbering Knockdown","actions_number":4,"id":"action-1158","text":" Lumbering Knockdown Two Actions Source Pathfinder #177: Burning Tundra pg. 74 --- Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1158"},{"skill_mod":{},"summary":"The monitor lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=492","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Lurching Rush","actions_number":4,"id":"action-492","text":" Lurching Rush Two Actions Source Pathfinder #154: Siege of the Dinosaurs pg. 74 --- The monitor lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-492"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Valerie is camping with the PCs (but see Learn from a Companion ). Valerie spends her time in …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1488","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Maintain Armor","trait":["Camping","Manipulate"],"id":"action-1488","text":" Maintain Armor Source Kingmaker Companion Guide pg. 84 --- Nethys note: This camping activity requires that Valerie is camping with the PCs (but see Learn from a Companion). Valerie spends her time in camp maintaining the group's armor and potentially repairing broken shields. One PC chooses one suit of armor or a broken shield. If the PC chooses a suit of armor, that suit of armor grants the wearer temporary Hit Points equal to half their level during the next encounter it's worn; these temporary Hit Points expire at the end of the encounter or after 24 hours. If the PC chooses a broken shield, Valerie restores the broken shield to full HP. An additional PC can choose a suit of armor or broken shield once the party is 3rd level, and then again every 2 levels thereafter.","category":"action","rarity":"common","slug":"action-1488"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2392","weakness":{},"name":"Make an Impression","legacy_id":["action-50"],"trait":["Auditory","Concentrate","Exploration","Linguistic","Mental"],"id":"action-2392","text":" Make an Impression Source Player Core pg. 239 --- 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. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions. 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.","category":"action","rarity":"common","slug":"action-2392"},{"skill_mod":{},"summary":"You send agents out to attend to established trade agreements. Spend 2 RP per Trade Agreement you wish to manage. Then attempt a basic check. If you …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1408","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Manage Trade Agreements","trait":["Commerce","Downtime"],"id":"action-1408","text":" Manage Trade Agreements Source Kingmaker Adventure Path pg. 529 --- You send agents out to attend to established trade agreements. Spend 2 RP per Trade Agreement you wish to manage. Then attempt a basic check. If you Managed Trade Agreements on the previous turn, increase this DC by 5. Critical Success At the start of your next Kingdom turn, you gain 1 bonus Resource Die per trade agreement, and 1 Commodity of your choice per trade agreement (no more than half of these Commodities may be Luxuries). Success As critical success, but you must choose between gaining Resource Dice or Commodities. Failure You gain 1 RP per trade agreement at the start of your next turn. Critical Failure You gain no benefit, as your traders and merchants met with bad luck on the road. You can't Manage Trade Agreements for 1 Kingdom turn.","category":"action","rarity":"common","slug":"action-1408"},{"skill_mod":{},"summary":"You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a fly Speed.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=30","weakness":{},"name":"Maneuver in Flight","trait":["Move"],"actions_number":2,"id":"action-30","text":" Maneuver in Flight Single Action Source Core Rulebook pg. 240 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. Sample Maneuver in Flight Tasks Trained steep ascent or descent Expert fly against the wind, hover midair Master reverse direction Legendary fly through gale force winds","category":"action","actions":"Single Action","rarity":"common","slug":"action-30"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=757","weakness":{},"school":"conjuration","name":"Manifest Eidolon","trait":["Concentrate","Conjuration","Manipulate","Summoner","Teleportation"],"actions_number":6,"id":"action-757","text":" Manifest Eidolon Three Actions Source Secrets of Magic pg. 52 --- 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).","category":"action","actions":"Three Actions","rarity":"common","slug":"action-757"},{"skill_mod":{},"summary":"As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=479","weakness":{},"name":"Map the Area","trait":["Concentrate"],"id":"action-479","text":" Map the Area Source Gamemastery Guide pg. 173 --- As long as your group has successfully Reconnoitered 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.","category":"action","rarity":"common","slug":"action-479"},{"skill_mod":{},"summary":"Your feet carry you so quickly they leave a slipstream that speeds your allies on. You Stride . Each ally within 10 feet of you at the start of your …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3026","weakness":{},"name":"Marathon Dash","trait":["Transcendence"],"actions_number":2,"id":"action-3026","text":" Marathon Dash Single Action Source War of Immortals pg. 46 --- Your feet carry you so quickly they leave a slipstream that speeds your allies on. You Stride. Each ally within 10 feet of you at the start of your movement can Stride as a reaction.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3026"},{"remaster_name":["Mark For Death (concentrate)"],"skill_mod":{},"summary":"You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You can see and hear the creature you intend to mark","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=565","weakness":{},"name":"Mark for Death","actions_number":6,"id":"action-565","text":" Activate Three Actions Mark for Death; Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-565"},{"legacy_name":["Mark for Death"],"skill_mod":{},"summary":"You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn't make you observed. Mark for Death lasts until …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The creature you intend to mark is observed by you","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2899","weakness":{},"name":"Mark For Death (concentrate)","legacy_id":["action-565"],"actions_number":6,"id":"action-2899","text":" Mark For Death (concentrate) Three Actions Source Player Core 2 pg. 186 Requirements The creature you intend to mark is observed by you --- You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn't make you observed. Mark for Death lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you. In addition, when attacking your mark, you have the sneak attack class feature, except it deals 1d4 precision damage and you don't increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-2899"},{"skill_mod":{},"summary":"The target attempts a Fortitude save against your class DC. It then becomes temporarily immune to your Master Strike for 1 day.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"trigger":"Your Strike hits an off-guard creature and deals damage.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2259","weakness":{},"name":"Master Strike","legacy_id":["action-12"],"trait":["Incapacitation","Rogue"],"actions_number":0,"id":"action-2259","text":" Master Strike Free Action Source Player Core pg. 169 Trigger Your Strike hits an off-guard creature and deals damage. --- The target attempts a Fortitude save against 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).","category":"action","actions":"Free Action","rarity":"common","slug":"action-2259"},{"skill_mod":{},"summary":"The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Mechanics","Rarity"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The companion’s last action was a successful Performance check to Perform .\r\n","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=380","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","spoilers":"Extinction Curse","name":"Mesmerizing Performance","trait":["Concentrate","Emotion","Uncommon"],"actions_number":2,"id":"action-380","text":" Mesmerizing Performance Single Action Source Pathfinder #152: Legacy of the Lost God pg. 76 Requirements The companion’s last action was a successful Performance check to Perform. --- The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save. Success The target is unaffected and temporarily immune for 1 hour Failure The target is fascinated by the companion for its next action and then is temporarily immune for 1 hour. Critical Failure The target is fascinated by the companion for 1 round. While it remains fascinated, it can’t use reactions.","category":"action","actions":"Single Action","rarity":"uncommon","slug":"action-380"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You use the Rage action on your turn.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=4","weakness":{},"name":"Mighty Rage","trait":["Barbarian"],"actions_number":0,"id":"action-4","text":" Mighty Rage Free Action Source Core Rulebook pg. 85 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-4"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re holding your mirror implement.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3553","weakness":{},"school":"illusion","name":"Mirror's Reflection","legacy_id":["action-1232"],"trait":["Illusion","Magical","Manipulate","Thaumaturge"],"actions_number":2,"id":"action-3553","text":" Mirror's Reflection Single Action Source Dark Archives (Remastered) pg. 39 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3553"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=96","weakness":{},"name":"Mount","trait":["Move"],"actions_number":2,"id":"action-96","text":" Mount Single Action Source Core Rulebook pg. 472 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-96"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=340","frequency":"once per day","weakness":{},"name":"Mutagenic Flashback","trait":["Alchemist"],"actions_number":0,"id":"action-340","text":" Mutagenic Flashback Free Action Source Core Rulebook pg. 73 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-340"},{"skill_mod":{},"summary":"Reroll the skill check. You must use the second result, even if it’s worse.","primary_source":"Tian Xia Character Guide","trait_group":["Sense","Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You fail or critically fail a Deception , Diplomacy, Intimidation , or Society check","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2936","frequency":"once per day","weakness":{},"name":"Name Drop","trait":["Auditory","Fortune"],"actions_number":1,"id":"action-2936","text":" Name Drop Reaction Source Tian Xia Character Guide pg. 12 Frequency once per day Trigger You fail or critically fail a Deception, Diplomacy, Intimidation, or Society check --- Reroll the skill check. You must use the second result, even if it’s worse.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2936"},{"skill_mod":{},"summary":"You announce the promotion of a character into a leadership role, whether they're a newly appointed leader or just shifting from one leadership role …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1378","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"New Leadership","trait":["Downtime","Upkeep"],"id":"action-1378","text":" New Leadership Source Kingmaker Adventure Path pg. 520 --- You announce the promotion of a character into a leadership role, whether they're a newly appointed leader or just shifting from one leadership role to another. You normally perform this activity at the start of a Kingdom turn, but if unexpected events (such as the death of the character) remove a leader from a leadership role, you may immediately use the New Leadership activity to attempt to assign a new leader to that role, even outside of a Kingdom turn (applying the vacancy penalty for that role as appropriate). Attempt a basic Intrigue, Politics, Statecraft, or Warfare skill check—while any of these skills can be used, each skill is particularly suited to assigning two specific leadership roles. Intrigue : Grants a +2 circumstance bonus to checks to assign Emissaries and Treasurers. Politics : Grants a +2 circumstance bonus to checks to assign Counselors and Rulers. Statecraft : Grants a +2 circumstance bonus to checks to assign Magisters and Viceroys. Warfare : Grants a +2 circumstance bonus to checks to assign Generals and Wardens. Rulers are particularly difficult to assign; when you take this activity to assign a new Ruler, you take a –4 circumstance penalty to the skill check, and unless you achieve a critical success, you gain 1 additional Unrest. Whether or not you are simultaneously assigning a leader, you may also use this activity to attempt to reselect the four leadership roles that you have invested. Any result other than a critical failure allows this. Critical Success The people love the new leader. The leader immediately provides the benefits tied to occupying the new role and gains a +1 circumstance bonus to all Kingdom skill checks they attempt before the end of the next Kingdom turn Success The people accept the new leader. The leader immediately provides the benefits tied to occupying the new role. Failure The people are unsure about the new leader. The leader takes a –1 circumstance penalty to all checks they attempt as part of their activities during the Activity phase of each Kingdom turn. At the end of the next Kingdom turn, the leader can attempt any Loyalty-based basic skill check to ingratiate themselves with the populace. The leader may attempt this check at the end of each Kingdom turn until they succeed. Success removes this penalty, but a critical failure results in the development detailed in Critical Failure below. Critical Failure The people reject the new leader. The leadership role is treated as vacant and you must attempt to reassign it using the New Leadership activity at the start of the next Kingdom turn. Unrest increases by 1.","category":"action","rarity":"common","slug":"action-1378"},{"skill_mod":{},"summary":"Your wounds knit shut with hardly a scratch. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8.","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3021","weakness":{},"name":"No Scar but This","trait":["Concentrate","Healing","Transcendence","Vitality","Positive"],"actions_number":2,"id":"action-3021","text":" No Scar but This Single Action Source War of Immortals pg. 45 --- Your wounds knit shut with hardly a scratch. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3021"},{"skill_mod":{},"summary":"You order an attack against an enemy army, causing a war encounter to begin after this Kingdom turn ends. No check is necessary if you wish to engage …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have at least one army in the same hex as an enemy army.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1416","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Offensive Gambit","trait":["Army","Downtime"],"id":"action-1416","text":" Offensive Gambit Source Kingmaker Adventure Path pg. 567 Requirements You have at least one army in the same hex as an enemy army. --- You order an attack against an enemy army, causing a war encounter to begin after this Kingdom turn ends. No check is necessary if you wish to engage the enemy without attempting to gain an advantage in initiative. If you want to gain an advantage by surprising the enemy, attempt an Intrigue check. If you want to gain an advantage by intimidating the enemy, attempt a Warfare check. In either case, the DC is equal to the enemy army's Scouting DC. Critical Success Your approach surprises or intimidates the enemy. Your armies in this hex gain a +2 circumstance bonus on their initiative checks, and one enemy army of the party's choice in this hex becomes shaken 1. Success Your approach gives you an advantage. Your armies in this hex gain a +2 circumstance bonus on their initiative checks. Failure You gain no advantage in the battle. Critical Failure Not only do you fail to gain advantage, but the enemy forces have anticipated the attack. Enemy armies in this hex at the time of the Offensive Gambit gain a +4 circumstance bonus on their initiative checks in any resulting war encounters.","category":"action","rarity":"common","slug":"action-1416"},{"skill_mod":{},"summary":"( auditory , concentrate , divine , linguistic , mental ) You share a story of your travels with a creature within 30 feet. You gain the blessing …","primary_source":"Rival Academies","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Rival Academies"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3058","weakness":{},"source_group":["Convocation"],"primary_source_group":"Convocation","name":"Offer Story","actions_number":2,"id":"action-3058","text":" Activate Single Action Offer Story; Effect (auditory, concentrate, divine, linguistic, mental) You share a story of your travels with a creature within 30 feet. You gain the blessing of Isthralei as a +1 status bonus to AC and Will saves until the end of your next turn. On their next turn, the creature you shared a story with can take a single action, which has the auditory, concentrate, linguistic, and mental traits, to respond with their own story to gain the same benefits until the end of the following turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3058"},{"skill_mod":{},"summary":"You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3029","weakness":{},"name":"One Moment till Glory","trait":["Concentrate","Emotion","Mental","Transcendence"],"actions_number":2,"id":"action-3029","text":" One Moment till Glory Single Action Source War of Immortals pg. 47 --- You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving throw with a +2 status bonus against one ongoing negative effect or condition currently affecting it that required a save. Use the result of the new save to determine the outcome of the effect, unless the new save would have a worse result than the original save, in which case nothing happens. Each ally can gain this benefit against a given effect only once.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3029"},{"skill_mod":{},"summary":"Your first shot is the deadliest. Interact to draw a firearm or crossbow. Your first successful Strike with that weapon during this encounter deals …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll Stealth for initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=915","weakness":{},"name":"One Shot, One Kill","legacy_id":["action-3684"],"trait":["Gunslinger"],"actions_number":0,"id":"action-915","text":" One Shot, One Kill Free Action Source Guns & Gears (Remastered) pg. 110 Trigger You roll Stealth for initiative. --- Your first shot is the deadliest. Interact to draw a firearm or crossbow. Your first successful Strike with that weapon during this encounter deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.","category":"action","actions":"Free Action","rarity":"common","slug":"action-915"},{"skill_mod":{},"summary":"You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm …","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A foe within your reach critically fails a Strike against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=551","weakness":{},"name":"Opportune Riposte","trait":["Swashbuckler"],"actions_number":1,"id":"action-551","text":" Opportune Riposte Reaction Source Advanced Player's Guide pg. 86 Trigger A foe within your reach critically fails a Strike against you. --- You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.","category":"action","actions":"Reaction","rarity":"common","slug":"action-551"},{"skill_mod":{},"summary":"You make a quick cutting remark against the demon that takes advantage of the fiend's momentary disadvantage. The demon must attempt a Will save …","primary_source":"Spore War Player's Guide","trait_group":["Sense","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Spore War Player's Guide"],"trigger":"A demon you're aware of within 30 feet of you suffers from its sin vulnerability or critical fails at a saving throw against a mental effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3159","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Opportunistic Accusation","trait":["Auditory","Linguistic","Mental"],"actions_number":1,"id":"action-3159","text":" Opportunistic Accusation Reaction Source Spore War Player's Guide pg. 14 Trigger A demon you're aware of within 30 feet of you suffers from its sin vulnerability or critical fails at a saving throw against a mental effect --- You make a quick cutting remark against the demon that takes advantage of the fiend's momentary disadvantage. The demon must attempt a Will save against your class DC. Critical Success The demon is unaffected and likely to focus its attention on you in combat from this point forward. Success The demon takes 2d6 mental damage. Failure The demon takes 4d6 mental damage and is off-guard until the start of its next turn. Critical Failure As failure, but the off-guard condition lasts until the end of the next round. The demon also takes 2d6 persistent mental damage.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3159"},{"skill_mod":{},"summary":"You spend 2 hours to take the lead on organizing the camp's watch rotation, optimizing shifts, and scouting the surrounding area to determine which …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"expert in Perception","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1478","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Organize Watch","trait":["Camping"],"id":"action-1478","text":" Organize Watch Source Kingmaker Companion Guide pg. 111 Requirements expert in Perception --- You spend 2 hours to take the lead on organizing the camp's watch rotation, optimizing shifts, and scouting the surrounding area to determine which approaches to the camp are most likely to be used by enemies. Attempt a Perception check against the Zone DC. Critical Success The camp's watch is efficient. Treat the total time required for rest as if the party size were 1 more, and all characters gain a +2 status bonus to Perception checks made during their shift on watch. Success Characters gain a +1 status bonus to Perception checks made during their shift on watch. Failure Your attempt to organize the watch doesn't grant any additional benefits. Critical Failure As failure, but you may have attracted unwanted attention. Attempt a flat check against the zone's Encounter DC to determine if a random encounter occurs.","category":"action","rarity":"common","slug":"action-1478"},{"skill_mod":{},"summary":"You provide your army with better gear. Choose what sort of gear you wish to provide your army with from the list beginning on page 574. The level of …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1417","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Outfit Army","trait":["Army","Downtime"],"id":"action-1417","text":" Outfit Army Source Kingmaker Adventure Path pg. 568 --- You provide your army with better gear. Choose what sort of gear you wish to provide your army with from the list beginning on page 574. The level of the gear chosen must be equal to or less than the army's level. If you're crafting or purchasing gear, the level of the gear chosen must be equal to or less than your kingdom level. If you're distributing resources gained from battle, the level of the gear chosen must be equal to or less than the highest level of an enemy army defeated in that battle. If you're purchasing the gear, this activity requires a basic Trade check and costs the standard amount of RP for the gear; you cannot purchase magic gear unless your kingdom is at least expert rank in Magic. If you're distributing gear gained from battle, this activity requires a basic Warfare check and does not cost RP. Critical Success The gear proved particularly easy to outfit, and the army becomes efficient. Success The gear is sufficient, and your army becomes outfitted with it immediately. Failure The gear proves to be unusable and the attempt to outfit the army fails. If you spent RP on the check, it is refunded. Critical Failure As failure, but spent RP is not refunded.","category":"action","rarity":"common","slug":"action-1417"},{"skill_mod":{},"summary":"You send your army around an enemy's flank to get a better attacking position and to push your enemy into disorder. Attempt a Maneuver check against …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Reckless Flankers , you aren't engaged","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1435","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Outflank","trait":["Cavalry","Maneuver","Skirmisher"],"actions_number":4,"id":"action-1435","text":" Outflank Two Actions Source Kingmaker Adventure Path pg. 581 Requirements Reckless Flankers, you aren't engaged --- You send your army around an enemy's flank to get a better attacking position and to push your enemy into disorder. Attempt a Maneuver check against the target army. Critical Success The target army becomes outflanked until the start of your next turn. You can choose to become engaged with that army or not. Success The target army is outflanked until the start of your next turn. You are now engaged with that army. Critical Failure You underestimate the target army's position, and the blunder causes your army to become outflanked until the start of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1435"},{"skill_mod":{},"summary":"Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=901","frequency":"once per round","weakness":{},"name":"Overdrive","legacy_id":["action-3655"],"trait":["Inventor","Manipulate"],"actions_number":2,"id":"action-901","text":" Overdrive Single Action Source Guns & Gears (Remastered) pg. 16 Frequency once per round --- Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage for 1 minute. Critical Failure Whoops! Something explodes. You take fire damage equal to half your level (rounded up), and you can’t use Overdrive again for 1d4 rounds as your gizmos reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.","category":"action","actions":"Single Action","rarity":"common","slug":"action-901"},{"skill_mod":{},"summary":"The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is grabbed .","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1159","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Overwhelm","actions_number":4,"id":"action-1159","text":" Overwhelm Two Actions Source Pathfinder #177: Burning Tundra pg. 74 --- The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is grabbed.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1159"},{"skill_mod":{},"summary":"Your siege engines focus all their fire on a fortification. This war action counts as using two ranged Strikes for the purposes of depleting an …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom—Warfare"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":" Explosive Shot ","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1436","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Overwhelming Bombardment","trait":["Attack","Siege"],"actions_number":4,"id":"action-1436","text":" Overwhelming Bombardment Two Actions Source Kingmaker Adventure Path pg. 582 Requirements Explosive Shot --- Your siege engines focus all their fire on a fortification. This war action counts as using two ranged Strikes for the purposes of depleting an army's shots. Attempt a ranged Strike against the target fortification's AC. Critical Success You deal 2 points of damage to the fortification. You also deal 1 point of damage to up to two armies of your choice that are within the fortification. Success You deal 1 point of damage to the fortification, and an additional 1 point of damage either to the fortification or to an army within the fortification (your choice of which). Failure You deal 1 damage to the fortification. Critical Failure You deal no damage, and your army becomes outflanked until the start of its next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1436"},{"skill_mod":{},"summary":"Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=67","weakness":{},"name":"Palm an Object","trait":["Manipulate"],"actions_number":2,"id":"action-67","text":" Palm an Object Single Action Source Core Rulebook pg. 253 --- Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. Success The creature does not notice you Palming the Object. Failure The creature notices you Palming the Object, and the GM determines the creature’s response.","category":"action","actions":"Single Action","rarity":"common","slug":"action-67"},{"skill_mod":{},"summary":"( air ) Your familiar summons winds that speed up and protect you. You gain a +10-foot status bonus to your Speed until the end of your turn. When …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2911","frequency":"once per 10 minutes","weakness":{},"name":"Path of the Tempest","actions_number":4,"id":"action-2911","text":" Activate Two Actions Path of the Tempest; Frequency once per 10 minutes; Effect (air) Your familiar summons winds that speed up and protect you. You gain a +10-foot status bonus to your Speed until the end of your turn. When you Stride this turn, you don’t trigger reactions. In addition, you don’t need to Stride before a Long Jump this turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2911"},{"skill_mod":{},"summary":"When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=59","weakness":{},"name":"Perform","trait":["Concentrate"],"actions_number":2,"id":"action-59","text":" Perform Single Action Source Core Rulebook pg. 250 --- When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Critical Success Your performance impresses the observers, and they’re likely to share stories of your ability. Success You prove yourself, and observers appreciate the quality of your performance. Failure Your performance falls flat. Critical Failure You demonstrate only incompetence. Sample Perform Tasks Untrained audience of commoners Trained audience of artisans Expert audience of merchants or minor nobles Master audience of high nobility or minor royalty Legendary audience of major royalty or otherworldly beings","category":"action","actions":"Single Action","rarity":"common","slug":"action-59"},{"skill_mod":{},"summary":"Opening a lock without a key is very similar to Disabling a Device , but the DC of the check is determined by the complexity and construction of the …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're holding or wearing a thieves' toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2412","weakness":{},"name":"Pick a Lock","legacy_id":["action-70"],"trait":["Manipulate"],"actions_number":4,"id":"action-2412","text":" Pick a Lock Two Actions Source Player Core pg. 247 Requirements You're holding or wearing a thieves' toolkit. --- Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs can be found on their page). Locks of higher quality might require multiple successes to unlock. If you lack the proper tools, the GM might let you use improvised picks, which are treated as a shoddy toolkit. Critical Success You unlock the lock, or you achieve two successes toward opening a lock that requires more than one success. You leave no trace of your tampering. Success You open the lock, or you achieve one success toward opening a lock that requires more than one success. You leave behind damage that indicates the lock was picked on close scrutiny. Critical Failure You break your toolkit and leave behind obvious damage. Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an infiltrator thieves' toolkit).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2412"},{"skill_mod":{},"summary":"Your bird picks at the wound it just created. The target of its jaws Strike takes 1d8 bleed damage , or 2d8 bleed damage if the bird is specialized.","primary_source":"Pathfinder #181: Zombie Feast","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The animal companion's last action was a successful jaws Strike.","source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1270","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Pick at the Meat","actions_number":2,"id":"action-1270","text":" Pick at the Meat Single Action Source Pathfinder #181: Zombie Feast pg. 78 Requirements The animal companion's last action was a successful jaws Strike. --- Your bird picks at the wound it just created. The target of its jaws Strike takes 1d8 bleed damage, or 2d8 bleed damage if the bird is specialized.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1270"},{"legacy_name":["Pistolero's Retort"],"skill_mod":{},"summary":"You punish your foe's failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one-handed crossbow.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a one-handed firearm or one-handed crossbow.","source":["Guns & Gears (Remastered)"],"trigger":"A foe within the first range increment of the one-handed firearm or one-handed crossbow you're wielding critically fails an attack roll against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=912","weakness":{},"name":"Pistoler's Retort","legacy_id":["action-3681"],"trait":["Gunslinger"],"actions_number":1,"id":"action-912","text":" Pistoler's Retort Reaction Source Guns & Gears (Remastered) pg. 109 Trigger A foe within the first range increment of the one-handed firearm or one-handed crossbow you're wielding critically fails an attack roll against you. Requirements You're wielding a one-handed firearm or one-handed crossbow. --- You punish your foe's failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one-handed crossbow.","category":"action","actions":"Reaction","rarity":"common","slug":"action-912"},{"remaster_name":["Pistoler's Retort"],"skill_mod":{},"summary":"You punish your foe’s failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one‑handed crossbow.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re wielding a one-handed firearm or one-handed crossbow.","source":["Guns & Gears"],"trigger":"A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3681","weakness":{},"name":"Pistolero's Retort","trait":["Gunslinger"],"actions_number":1,"id":"action-3681","text":" Pistolero's Retort Reaction Source Guns & Gears pg. 109 Trigger A foe within the first range increment of the onehanded firearm or one-handed crossbow you’re wielding critically fails an attack roll against you. Requirements You’re wielding a one-handed firearm or one-handed crossbow. --- You punish your foe’s failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one‑handed crossbow.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3681"},{"skill_mod":{},"summary":"When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren't …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1379","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Pledge of Fealty","trait":["Downtime","Leadership"],"id":"action-1379","text":" Pledge of Fealty Source Kingmaker Adventure Path pg. 520 --- When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren't already part of a nation, you can offer them a place in your kingdom, granting them the benefits of protection, security, and prosperity in exchange for their fealty. The benefits granted to your kingdom can vary wildly, but often manifest as one-time boons to your commodities or unique bonuses against certain types of events. The adventure text in this campaign offers numerous examples of groups who could accept a Pledge of Fealty. You can attempt this skill check with Intrigue, Statecraft, or Warfare; however, certain groups will respond better (or worse) to specific skills. The DC is the group's Negotiation DC (see the sidebar on page 519). Critical Success The group becomes part of your kingdom, granting the specific boon or advantage listed in that group's entry. If you haven't already claimed the hex in which the group dwells, you immediately do so, gaining 10 kingdom XP and increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). If the hex doesn't share a border with your kingdom, it becomes a secondary territory and checks involving this location take a Control penalty. Success As success, but you don't claim the hex the group is in. Immediately roll 1 Resource Die. You must spend RP equal to the result to integrate the group into your kingdom. Failure The group refuses to pledge to you at this time. You can attempt to get them to Pledge Fealty next turn. Increase Unrest by 1. Critical Failure The group refuses to pledge to you— furthermore, it will never Pledge Fealty to your kingdom, barring significant in-play changes or actions by the PCs (subject to the GM's approval). The group's potentially violent rebuff of your offer increases Unrest by 2 and increases a Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1379"},{"skill_mod":{},"summary":"You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":" A creature is undetected by one or more of your allies but isn’t undetected by you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=97","weakness":{},"name":"Point Out","trait":["Auditory","Manipulate","Visual"],"actions_number":2,"id":"action-97","text":" Point Out Single Action Source Core Rulebook pg. 472 Requirements A creature is undetected by one or more of your allies but isn’t undetected by you. --- You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.","category":"action","actions":"Single Action","rarity":"common","slug":"action-97"},{"skill_mod":{},"summary":"You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see. Attempt a …","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2816","weakness":{},"name":"Pointed Question","trait":["Auditory","Concentrate","Investigator","Linguistic","Mental"],"actions_number":2,"id":"action-2816","text":" Pointed Question Single Action Source Player Core 2 pg. 104 --- You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see. Attempt a Diplomacy check against the creature’s Will DC. The creature is then temporarily immune for 1 hour. Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you. Whether it answers truthfully or not, you glean something from its body language, and it is off-guard to the Strike you make using Devise a Stratagem against it before the end of your turn. Success As critical success, but the circumstance bonus to your Perception DC is +2. Failure The target can refuse to answer you as normal. Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2816"},{"skill_mod":{},"summary":"The salamander secretes poison from the glands on its tail and bludgeons an enemy to apply it to them. It makes a tail Strike. If the Strike hits, …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Poison","Affliction"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2787","weakness":{},"name":"Poisonous Sweep","trait":["Flourish","Poison"],"actions_number":2,"id":"action-2787","text":" Poisonous Sweep Single Action Source Howl of the Wild pg. 92 --- The salamander secretes poison from the glands on its tail and bludgeons an enemy to apply it to them. It makes a tail Strike. If the Strike hits, the target takes an additional 1d6 persistent poison damage. If your salamander is nimble or savage, increase this damage to 2d6 persistent poison damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2787"},{"skill_mod":{},"summary":"Your gray bladeling attempts to inject a malevolent soul fragment into a victim to seize control of their actions. The gray bladeling makes a blade …","primary_source":"Shining Kingdoms","trait_group":["Affliction","Mechanics","Tradition"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3248","frequency":"once per hour","weakness":{},"name":"Possessing Strike","trait":["Curse","Mental","Occult"],"actions_number":4,"id":"action-3248","text":" Possessing Strike Two Actions Source Shining Kingdoms pg. 123 Frequency once per hour --- Your gray bladeling attempts to inject a malevolent soul fragment into a victim to seize control of their actions. The gray bladeling makes a blade Strike against a living creature. If it hits and deals damage, the target must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, the target is temporarily immune to Possessing Strike for 24 hours. Critical Success The target is unaffected. Success The target fights off the possessing soul fragment but is stunned 1. Failure The target is confused for 1 round and can’t use offensive actions against you or your gray bladeling. Critical Failure As failure, but if the target takes damage from an attack or spell, the DC of the flat check to recover from the confusion is 15.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3248"},{"skill_mod":{},"summary":"You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are a conversant or lore-speaker.","source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=754","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Practical Research","trait":["Downtime"],"id":"action-754","text":" Practical Research Source Pathfinder #169: Kindled Magic pg. 63 Requirements You are a conversant or lore-speaker. --- You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options.","category":"action","rarity":"common","slug":"action-754"},{"skill_mod":{},"summary":"You spend 2 hours searching the hex for a safe and secure location to make camp and then setting up the campsite itself by attempting a Survival …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1471","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Prepare Campsite","trait":["Concentrate","Exploration","Move"],"id":"action-1471","text":" Prepare Campsite Source Kingmaker Companion Guide pg. 107 --- You spend 2 hours searching the hex for a safe and secure location to make camp and then setting up the campsite itself by attempting a Survival check against the Zone DC of the region you're located in (see the Camping Zones table). Once a campsite is prepared, you can use the Prepare Campsite activity in this same hex again in the future (but no more than once per 24 hours) to automatically achieve the same degree of success with only an hour of work. Critical Success You find the perfect spot for a camp. Flat checks to determine encounters at the campsite for the next 24 hours have a DC 2 higher than normal, and the first hour spent performing Camping activities does not incur the usual flat check for random encounters. Success You find a serviceable spot for a camp and for Camping activities. Failure Your campsite will work, but it's not the best. Campsite activities that require checks take a –2 penalty. Critical Failure The campsite is a mess. You can use it to rest and to perform daily preparations, but it isn't good enough to allow for Campsite activities at all. Worse, your attempt to secure a campsite has possibly attracted unwanted attention—attempt a flat check against the zone's Encounter DC. If successful, a random encounter automatically occurs.","category":"action","rarity":"common","slug":"action-1471"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Tristian is the Magister and is at least friendly Tristian helps to organize magical defenses and …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1500","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Preventative Measures","trait":["Downtime","Leadership"],"id":"action-1500","text":" Preventative Measures Source Kingmaker Companion Guide pg. 72 --- Nethys note: this activity requires that Tristian is the Magister and is at least friendly Tristian helps to organize magical defenses and resources to combat potential upcoming disasters or dangers to the kingdom. Attempt a basic Magic check to determine how effective the magical preparations are. Critical Success The next time during this Kingdom turn that you attempt a Kingdom skill check to resolve a dangerous event, you gain a +2 circumstance bonus to the check and, unless you roll a critical failure, the result is improved one degree. If you reach the end of this Kingdom turn and haven't had a dangerous event, you may decrease one Ruin of your choice by 1. Success The next time during this Kingdom turn that you attempt a Kingdom skill check to resolve a dangerous event, you gain a +2 circumstance bonus to the check. Critical Failure The attempt to put preventative measures in place has resulted in significant waste of resources. You can't use Preventative Measures again on your next Kingdom turn, and when your next Kingdom turn begins, reduce your Resource Dice total by 2.","category":"action","rarity":"common","slug":"action-1500"},{"skill_mod":{},"summary":"Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon's form. Your eidolon attempts Intimidation checks to …","primary_source":"Secrets of Magic","trait_group":["Sense","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=763","weakness":{},"name":"Primal Roar","trait":["Auditory","Eidolon"],"actions_number":4,"id":"action-763","text":" Primal Roar Two Actions Source Secrets of Magic pg. 61 --- Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon's form. Your eidolon attempts Intimidation checks to Demoralize each enemy that can hear the roar; these Demoralize attempts don't take any penalty for not sharing a language.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-763"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Jubilost is the Treasurer and is at least friendly With Jubilost's aid, you can process additional …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1497","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Process Hidden Fees","trait":["Downtime","Leadership"],"id":"action-1497","text":" Process Hidden Fees Source Kingmaker Companion Guide pg. 36 --- Nethys note: this activity requires that Jubilost is the Treasurer and is at least friendly With Jubilost's aid, you can process additional taxes, fees, and payments. Attempt a basic Trade check to determine what sorts of additional resources you gather. Critical Success You gain 2 bonus Resource Dice at the start of your next Kingdom turn. Success You gain 1 bonus Resource Die at the start of your next Kingdom turn, but the citizens suspect something is going on: if you attempt to Process Hidden Fees on the next Kingdom turn, the result is worsened one degree. Failure As success, but the citizens catch wind of the fees and grow unhappy. Gain 1 Unrest, and you cannot Process Hidden Fees on your next Kingdom turn. Critical Failure As failure, but gain 1d6 Unrest.","category":"action","rarity":"common","slug":"action-1497"},{"skill_mod":{},"summary":"Your kingdom's spellcasters read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1401","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Prognostication","trait":["Downtime","Leadership"],"id":"action-1401","text":" Prognostication Source Kingmaker Adventure Path pg. 527 --- Your kingdom's spellcasters read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check. Critical Success If you have a random kingdom event this turn, roll twice to determine the event that takes place. The players choose which of the two results occurs, and the kingdom gains a +2 circumstance bonus to the check to resolve the event. Success Gain a +1 circumstance bonus to checks made to resolve random kingdom events this turn. Failure Your spellcasters divine no aid. Critical Failure Your spellcasters provide inaccurate readings of the future. You automatically have a random kingdom event this turn. Roll twice to determine the event that takes place; the GM decides which of the two results occurs.","category":"action","rarity":"common","slug":"action-1401"},{"skill_mod":{},"summary":"You touch the siege shard, establish a mental connection, and relay facts of the conflict's resolution. Attempt a check to Recall Knowledge about …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You know the conflict that created a specific siege shard, and the siege shard is immobilized .","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=625","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Prove Peace","trait":["Concentrate","Manipulate"],"actions_number":4,"id":"action-625","text":" Prove Peace Two Actions Source Pathfinder #157: Devil at the Dreaming Palace pg. 84 Requirements You know the conflict that created a specific siege shard, and the siege shard is immobilized. --- You touch the siege shard, establish a mental connection, and relay facts of the conflict's resolution. Attempt a check to Recall Knowledge about the conflict that created the shard, using the siege shard's Will DC. If you succeed, you prove the conflict's end, and the siege shard reverts to ordinary stone. On a critical failure, images of the past conflict overwhelm you, and you are confused until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-625"},{"skill_mod":{},"summary":"You take 2 hours to aid another character in their Camping activity. When you Provide Aid, attempt a skill check of a type decided by the GM. The …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"The ally is willing to accept your aid on a Camping activity that requires a check for success.","source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1479","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Provide Aid","trait":["Camping","Concentrate"],"id":"action-1479","text":" Provide Aid Source Kingmaker Companion Guide pg. 112 Requirements The ally is willing to accept your aid on a Camping activity that requires a check for success. --- You take 2 hours to aid another character in their Camping activity. When you Provide Aid, attempt a skill check of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. You can Provide Aid as many times as you want during a camping session, but remember that the circumstance bonuses granted by Provide Aid do not stack. Critical Success You grant your ally a +2 circumstance bonus to the activity. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4. Success You grant your ally a +1 circumstance bonus to the activity's check. Critical Failure Your ally takes a –1 circumstance penalty to their activity's check.","category":"action","rarity":"common","slug":"action-1479"},{"skill_mod":{},"summary":"Attempt a basic check to organize and encourage your settlements' healers, apothecaries, medics, and other caregivers to provide care and support for …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1389","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Provide Care","trait":["Downtime","Leadership"],"id":"action-1389","text":" Provide Care Source Kingmaker Adventure Path pg. 523 --- Attempt a basic check to organize and encourage your settlements' healers, apothecaries, medics, and other caregivers to provide care and support for citizens in need. Critical Success You provide unexpectedly compassionate support for the people. Reduce Unrest by 1 and reduce one Ruin of your choice by 1. Success Your care soothes the worries and fears of the populace; reduce Unrest by 1. Failure You don't provide any notable care for the citizens, but at least you don't make things worse. Critical Failure Your attempt to provide care backfires. Increase your Unrest or a Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1389"},{"skill_mod":{},"summary":"You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Armor of Insight …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a psychic duel and are psychically centered.","source":["Dark Archives (Remastered)"],"trigger":"Your opponent uses a psychic manifestation against you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3557","weakness":{},"name":"Psychic Defense","legacy_id":["action-1235"],"trait":["Concentrate","Magical"],"actions_number":1,"id":"action-3557","text":" Psychic Defense Reaction Source Dark Archives (Remastered) pg. 201 Trigger Your opponent uses a psychic manifestation against you. Requirements You’re in a psychic duel and are psychically centered. --- You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Armor of Insight (Perception) Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. Empathic Orbit (Diplomacy) Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. Ire's Spear (Intimidation) Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract rank of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. Rational Labyrinth (Occultism) Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. Sensory Phantasm (Deception) Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3557"},{"skill_mod":{},"summary":"The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.","primary_source":"Pathfinder #154: Siege of the Dinosaurs","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=493","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Pterosaur Swoop","actions_number":4,"id":"action-493","text":" Pterosaur Swoop Two Actions Source Pathfinder #154: Siege of the Dinosaurs pg. 74 --- The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-493"},{"skill_mod":{},"summary":"Attempt an Athletics check to Grapple the same enemy. The weapon that dealt the triggering damage gains the grapple trait for this check. On a …","primary_source":"Hellfire Dispatches","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"trigger":"Your last action was to deal piercing damage to an enemy within your reach","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3758","weakness":{},"name":"Puncture Flesh","actions_number":2,"id":"action-3758","text":" Puncture Flesh Single Action Source Hellfire Dispatches pg. 109 Trigger Your last action was to deal piercing damage to an enemy within your reach --- Attempt an Athletics check to Grapple the same enemy. The weapon that dealt the triggering damage gains the grapple trait for this check. On a success, the target also takes 1d8 persistent piercing damage (or 2d8 persistent piercing damage on a critical success). When the target is no longer grabbed or restrained by you, the persistent damage ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3758"},{"skill_mod":{},"summary":"You can spend RP to Purchase Commodities, but doing so is more expensive than gathering them or relying upon trade agreements. When you Purchase …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1409","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Purchase Commodities","trait":["Downtime","Leadership"],"id":"action-1409","text":" Purchase Commodities Source Kingmaker Adventure Path pg. 529 --- You can spend RP to Purchase Commodities, but doing so is more expensive than gathering them or relying upon trade agreements. When you Purchase Commodities, select the Commodity you wish to purchase (Food, Lumber, Luxuries, Ore, or Stone). Expend 8 RP if you're purchasing Luxuries or 4 RP if you're purchasing any other Commodity. Then attempt a basic check. Critical Success You immediately gain 4 Commodities of the chosen type and 2 Commodities of any other type (except Luxuries). Success You gain 2 Commodities of the chosen type. Failure You gain 1 Commodity of the chosen type. Critical Failure You gain no Commodities.","category":"action","rarity":"common","slug":"action-1409"},{"skill_mod":{},"summary":"You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either …","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2811","weakness":{},"name":"Pursue a Lead","trait":["Concentrate","Exploration","Investigator"],"id":"action-2811","text":" Pursue a Lead Source Player Core 2 pg. 102 --- You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you've already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can't Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”). Investigation Bonus Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. Active Investigations You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations. Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.","category":"action","rarity":"common","slug":"action-2811"},{"skill_mod":{},"summary":"You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1380","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Quell Unrest","trait":["Downtime","Leadership"],"id":"action-1380","text":" Quell Unrest Source Kingmaker Adventure Path pg. 521 --- You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, Magic, Politics, or Warfare check to Quell Unrest, but you can never use the same skill for this activity in consecutive Kingdom turns. This activity cannot be attempted more than once per Kingdom turn. Critical Success Reduce Unrest by 1d6. Success Reduce Unrest by 1. Failure You fail to reduce Unrest. Critical Failure You not only fail to reduce Unrest, but actually incite further anger among the citizenry. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1.","category":"action","rarity":"common","slug":"action-1380"},{"skill_mod":{},"summary":"You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. …","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're either holding or wearing an alchemist's toolkit and you have a free hand","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2801","weakness":{},"name":"Quick Alchemy","legacy_id":["action-2"],"trait":["Alchemist","Manipulate"],"actions_number":2,"id":"action-2801","text":" Quick Alchemy Single Action Source Player Core 2 pg. 59 Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand --- You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-2801"},{"skill_mod":{},"summary":"You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower that's in your formula book without …","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"cost":"1 versatile vial","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You know the formula for the alchemical item you’re creating, you are holding or wearing an alchemist’s toolkit, and you have a free hand.","source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2814","weakness":{},"name":"Quick Tincture","trait":["Investigator","Manipulate"],"actions_number":2,"id":"action-2814","text":" Quick Tincture Single Action Source Player Core 2 pg. 103 Cost 1 versatile vial Requirements You know the formula for the alchemical item you’re creating, you are holding or wearing an alchemist’s toolkit, and you have a free hand. --- You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower that's in your formula book without having to spend the normal monetary cost in alchemical raw materials or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2814"},{"skill_mod":{},"summary":"So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are not encumbered or wearing heavy armor.","source":["Player Core 2"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2803","weakness":{},"name":"Quick-Tempered","trait":["Barbarian"],"actions_number":0,"id":"action-2803","text":" Quick-Tempered Free Action Source Player Core 2 pg. 72 Trigger You roll initiative. Requirements You are not encumbered or wearing heavy armor. --- So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2803"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=910","weakness":{},"name":"Raconteur's Reload","legacy_id":["action-3679"],"trait":["Gunslinger"],"actions_number":2,"id":"action-910","text":" Raconteur's Reload Single Action Source Guns & Gears (Remastered) pg. 109 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-910"},{"skill_mod":{},"summary":"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. This …","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You aren’t fatigued or raging.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3","weakness":{},"name":"Rage","trait":["Barbarian","Concentrate","Emotion","Mental"],"actions_number":2,"id":"action-3","text":" Rage Single Action Source Core Rulebook pg. 84 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. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3"},{"skill_mod":{},"summary":"The yzobu Strides and then makes a horn Strike . If the Strike hits, the target is pushed 10 feet. ","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2978","weakness":{},"name":"Raging Stampede","actions_number":4,"id":"action-2978","text":" Raging Stampede Two Actions Source Tian Xia Character Guide pg. 123 --- The yzobu Strides and then makes a horn Strike. If the Strike hits, the target is pushed 10 feet. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2978"},{"skill_mod":{},"summary":"You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1022","frequency":"once per hour","weakness":{},"name":"Raise a Shield","actions_number":4,"id":"action-1022","text":" Activate Two Actions Raise a Shield; Frequency once per hour; Effect You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing 10d10 bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to Grapple a creature within 10 feet of you without needing a free hand. When you use the shield to Grapple, you gain a +3 item bonus to your Athletics check.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1022"},{"skill_mod":{},"summary":"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.","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1450","weakness":{},"name":"Raise Neck","actions_number":2,"id":"action-1450","text":" Raise Neck Single Action Source Impossible Lands pg. 48 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1450"},{"skill_mod":{},"summary":"You Raise the mirrored aegis , which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield …","primary_source":"War of Immortals","trait_group":["Energy","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3017","weakness":{},"name":"Raise the Walls","trait":["Force","Transcendence"],"actions_number":2,"id":"action-3017","text":" Raise the Walls Single Action Source War of Immortals pg. 45 --- You Raise the mirrored aegis , which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield formation. You and the ally gain a +1 status bonus to AC, Reflex saves, and any save against a force, spirit, vitality, or void effect for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3017"},{"skill_mod":{},"summary":"You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you’re using the Performance skill, …","primary_source":"Gamemastery Guide","trait_group":["Sense","Mechanics","AoN-Special","Variant Rules"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"trained in Diplomacy , Intimidation , or Performance ","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=464","weakness":{},"name":"Rally","trait":["Auditory","Emotion","Exploration","Linguistic","Mental","Stamina"],"id":"action-464","text":" Rally Source Gamemastery Guide pg. 201 Requirements trained in Diplomacy, Intimidation, or 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. Critical Success The ally can spend 1 Resolve Point to regain all their Stamina Points. Success You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points. Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.","category":"action","rarity":"common","slug":"action-464"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"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.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2256","weakness":{},"name":"Reactive Strike","actions_number":1,"id":"action-2256","text":" Reactive Strike Reaction Source Player Core pg. 138 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2256"},{"skill_mod":{},"summary":" Nethys Note: This activity requires the completion of the The Local Paper kingdom event. You take advantage of your nation's paper to print an …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1495","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Read All About It","trait":["Downtime","Leadership"],"id":"action-1495","text":" Read All About It Source Kingmaker Companion Guide pg. 55 --- Nethys Note: This activity requires the completion of the The Local Paper kingdom event. You take advantage of your nation's paper to print an extra edition, a bonus-sized issue, or something to spread news to the citizens of the nation so that they are more prepared for upcoming events or more informed on how to deal with ongoing events. Attempt a basic Scholarship check to determine how helpful the information proves to be. Critical Success Your kingdom becomes particularly prepared. The next time you attempt a skill check to resolve any event during this Kingdom turn, you gain a +4 circumstance bonus to the roll. Success The information is helpful, but only against ongoing events. The next time you attempt a skill check to resolve an ongoing event during this Kingdom turn, you gain a +2 circumstance bonus to the roll. Failure You fail to prepare your people for the worst. Critical Failure Critical parts of the information you published are false. You take a –2 circumstance penalty to all skill checks made to resolve Kingdom events for the remainder of this Kingdom turn.","category":"action","rarity":"common","slug":"action-1495"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=82","weakness":{},"name":"Ready","trait":["Concentrate"],"actions_number":4,"id":"action-82","text":" Ready Two Actions Source Core Rulebook pg. 470 --- 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-82"},{"skill_mod":{},"summary":"Time seems to lag as you blur across the battlefield, deciding the fate of many in a moment. Stride up to half your Speed and make another melee …","primary_source":"War of Immortals","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your previous action was a successful Strike with the mortal harvest ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3018","weakness":{},"name":"Reap the Field","trait":["Transcendence"],"actions_number":2,"id":"action-3018","text":" Reap the Field Single Action Source War of Immortals pg. 45 Requirements Your previous action was a successful Strike with the mortal harvest --- Time seems to lag as you blur across the battlefield, deciding the fate of many in a moment. Stride up to half your Speed and make another melee Strike with the mortal harvest against a different creature. This Strike uses the same multiple attack penalty as your previous Strike, but counts toward your multiple attack penalty as normal.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3018"},{"skill_mod":{},"summary":"( manipulate ) You arrange your bones into the form of a Small or medium humanoid's skeleton. This doesn't change your normal Speeds, Strikes, or …","primary_source":"Wake the Dead #4","primary_source_category":"Comics","source_category":["Comics"],"source":["Wake the Dead #4"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2261","weakness":{},"name":"Rearrange Bones","actions_number":2,"id":"action-2261","text":" Rearrange Bones Single Action Source Wake the Dead #4 pg. 28 --- (manipulate) You arrange your bones into the form of a Small or medium humanoid's skeleton. This doesn't change your normal Speeds, Strikes, or senses. If you are wearing heavy clothing or impersonating a skeleton, this counts as setting up a disguise for the Impersonate use of Deception, and grants a +1 status bonus to those Deception checks.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2261"},{"skill_mod":{},"summary":"You create a bond to your ammunition, calling your missed shot back. The ammunition you just fired is reloaded back into your weapon. If the …","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You miss with a firearm or crossbow Strike.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=924","weakness":{},"name":"Recall Ammunition","legacy_id":["action-3694"],"trait":["Magical","Spellshot","Teleportation"],"actions_number":1,"id":"action-924","text":" Recall Ammunition Reaction Source Guns & Gears (Remastered) pg. 140 Trigger You miss with a firearm or crossbow Strike. --- You create a bond to your ammunition, calling your missed shot back. The ammunition you just fired is reloaded back into your weapon. If the ammunition was a piece of magical or alchemical ammunition that normally requires one or more actions to activate, you must re-activate it before firing again.","category":"action","actions":"Reaction","rarity":"common","slug":"action-924"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=26","weakness":{},"name":"Recall Knowledge","trait":["Concentrate","Secret"],"actions_number":2,"id":"action-26","text":" Recall Knowledge Single Action Source Core Rulebook pg. 239 --- 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. The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks. Arcana : Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. Crafting : Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. Lore : The subject of the Lore skill's subcategory. Medicine : Diseases, poisons, wounds, and forensics. Nature : The environment, flora, geography, weather, creatures of natural origin, and natural planes. Occultism : Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. Religion : Divine agents, divine planes, theology, obscure myths, and creatures of religious significance. Society : Local history, key personalities, legal institutions, societal structure, and humanoid culture. The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score. Sample Recall Knowledge Tasks These examples use Society or Religion. Untrained name of a ruler, key noble, or major deity Trained line of succession for a major noble family, core doctrines of a major deity Expert genealogy of a minor noble, teachings of an ancient priest Master hierarchy of a genie noble court, major extraplanar temples of a deity Legendary existence of a long-lost noble heir, secret doctrines of a religion","category":"action","actions":"Single Action","rarity":"common","slug":"action-26"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3540","weakness":{},"name":"Recall the Teachings","legacy_id":["action-1224"],"trait":["Occult","Psyche","Psychic"],"actions_number":2,"id":"action-3540","text":" Recall the Teachings Single Action Source Dark Archives (Remastered) pg. 15 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3540"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a psychic duel and are trained in the statistic matching the psychic center you are changing to.","source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3558","weakness":{},"name":"Recenter","legacy_id":["action-1236"],"trait":["Concentrate"],"actions_number":2,"id":"action-3558","text":" Recenter Single Action Source Dark Archives (Remastered) pg. 201 Requirements You’re in a psychic duel and are trained in the statistic 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3558"},{"skill_mod":{},"summary":"You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=477","weakness":{},"name":"Reconnoiter","trait":["Concentrate"],"id":"action-477","text":" Reconnoiter Source Gamemastery Guide pg. 173 --- 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 Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). 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.","category":"action","rarity":"common","slug":"action-477"},{"skill_mod":{},"summary":"When an army endures ill fortune, it can become afflicted by negative conditions. You can use the Recover Army activity to work at removing an …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1418","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Recover Army","trait":["Army","Downtime"],"id":"action-1418","text":" Recover Army Source Kingmaker Adventure Path pg. 568 --- When an army endures ill fortune, it can become afflicted by negative conditions. You can use the Recover Army activity to work at removing an affliction with a basic skill check (this DC increases by 5 if you are attempting to Recover from the defeated condition); the skill required for the check depends on the affliction. ## Recovering Army Conditions Condition Skill Check to Recover Damaged Defense or Folklore (expert) Defeated Politics (master) or <%%32%%> Warfare <%END> (expert) Lost Exploration or Wilderness (expert) Mired or Pinned Engineering or Magic (expert) Shaken Arts or Warfare (expert) Weary Arts (expert) or Defense Critical Success You reduce the affliction's value by 2 (or in the case of a damaged army, increase its HP by 2 up to its maximum). If the affliction does not have a value, it is removed. Success As critical success but you reduce the affliction's value by 1 (or in the case of a damaged army, increase its HP by 1 up to its maximum). Failure You fail to remove the affliction. Critical Failure You fail to remove the affliction and your soldier's lowered morale spreads discontent; increase Unrest by 1. If you were attempting to recover a defeated army, the army is destroyed.","category":"action","rarity":"common","slug":"action-1418"},{"skill_mod":{},"summary":"Note that you pursue this activity during the Leadership step of the Activity phase. Either you recruit an army from your kingdom's citizens, or …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1419","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Recruit Army","trait":["Army","Downtime"],"id":"action-1419","text":" Recruit Army Source Kingmaker Adventure Path pg. 569 --- Note that you pursue this activity during the Leadership step of the Activity phase. Either you recruit an army from your kingdom's citizens, or you secure the allegiance of a specialized army you encountered in the Stolen Lands. If you're recruiting an army from your kingdom's citizens, choose one of the basic armies listed at the start of page 570 and attempt a Warfare check against the army's Recruitment DC. If you're securing a specialized army, you must attempt a Statecraft check against the Recruitment DC; statistics for these armies appear starting on page 571. Critical Success You recruit the army; it becomes efficient. Success You recruit the army. Failure You fail to recruit the army. Critical Failure Many of the individuals in the army you attempted to recruit took offense at the attempt. Gain 1 Unrest, and you cannot attempt to recruit an army again until the next Kingdom turn.","category":"action","rarity":"common","slug":"action-1419"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Nok-Nok is the Emissary, is at least friendly , and that the the kingdom has at least the trained …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1499","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Recruit Monsters","trait":["Downtime","Region"],"id":"action-1499","text":" Recruit Monsters Source Kingmaker Companion Guide pg. 60 --- Nethys note: this activity requires that Nok-Nok is the Emissary, is at least friendly, and that the the kingdom has at least the trained proficiency rank in the Intrigue skill. While Nok-Nok is quick to suggest that most of the monsters the party encounters during their adventures deserve killing, he also understands that there can be exceptions. Some can be bribed or allied with, while others can be trusted to act on their instincts—a canny person can capitalize on these instincts or alliances to bolster a kingdom's defenses. Attempt a basic Intrigue check. Critical Success You manage to locate a monster's lair and take steps to incorporate it into your kingdom's defense. The next time your kingdom suffers a Bandit Activity, Monster Activity, Sacrifices, or Undead Uprising random event, you can use your recruited monster to help resolve the event. Doing so removes the Recruited Monster from your kingdom (you can attempt to recruit a new monster on a future kingdom turn though) but allows you to roll a skill check twice when resolving the Dangerous Hex event, taking the better of the two results as your actual result. This is a fortune effect. Your kingdom can support 1 Recruited Monster at a time. If your kingdom is master in Intrigue, you can support up to 2 Recruited Monsters at a time, and if your kingdom is legendary in Intrigue, you can support up to 3 Recruited Monsters at a time. Success You locate a monster's lair but can't recruit it into your kingdom's defense just yet. If you attempt this activity on your next kingdom turn; the result of that check is improved one degree as you continue to build a rapport with the monster. Failure You fail to locate a monster, or if you were recruiting a monster you didn't succeed at recruiting on the previous turn, that monster moves on and you must start the recruitment procedure from scratch in the future. Critical Failure You found a monster, but it proves impossible to recruit. Worse, you've attracted its attention. A Monster Activity event occurs during the kingdom's next Event Phase, in addition to any other potential random events.","category":"action","rarity":"common","slug":"action-1499"},{"skill_mod":{},"summary":"Your eidolon rearranges its component bodies in response to a powerful blow, mitigating the worst of the damage they would have taken. The triggering …","primary_source":"Battlecry!","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An enemy’s Strike against your eidolon is a critical hit.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3308","frequency":"once per 10 minutes","weakness":{},"name":"Redistribute","trait":["Eidolon"],"actions_number":1,"id":"action-3308","text":" Redistribute Reaction Source Battlecry! pg. 72 Frequency once per 10 minutes Trigger An enemy’s Strike against your eidolon is a critical hit. --- Your eidolon rearranges its component bodies in response to a powerful blow, mitigating the worst of the damage they would have taken. The triggering critical hit becomes a hit. Your eidolon immediately switches forms, from condensed to dispersed or from dispersed to condensed.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3308"},{"skill_mod":{},"summary":"If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a …","primary_source":"Pathfinder #206: Bring the House Down","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #206: Bring the House Down"],"trigger":"You are about to attempt a saving throw against a curse ","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3130","frequency":"once per hour","weakness":{},"source_group":["Curtain Call"],"primary_source_group":"Curtain Call","name":"Reflect Curse","actions_number":1,"id":"action-3130","text":" Activate Reaction Reflect Curse; Frequency once per hour; Trigger You are about to attempt a saving throw against a curse; Effect If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3130"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=71","weakness":{},"name":"Refocus","trait":["Concentrate","Exploration"],"id":"action-71","text":" Refocus Source Core Rulebook pg. 300 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.","category":"action","rarity":"common","slug":"action-71"},{"skill_mod":{},"summary":"You spend 2 hours listening to campfire stories, chatting, reading, meditating, napping, or otherwise simply relaxing. You gain a +1 circumstance …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1480","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Relax","trait":["Camping"],"id":"action-1480","text":" Relax Source Kingmaker Companion Guide pg. 112 --- You spend 2 hours listening to campfire stories, chatting, reading, meditating, napping, or otherwise simply relaxing. You gain a +1 circumstance bonus to the next check you make in order to resolve a Camping activity, provided that check happens during this camping session. A character that's suffering a status penalty from a critical failure on the Tell Campfire Story activity removes that penalty after spending an hour Relaxing. You can Relax as many times as you want during a camping session.","category":"action","rarity":"common","slug":"action-1480"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=83","weakness":{},"name":"Release","trait":["Manipulate"],"actions_number":0,"id":"action-83","text":" Release Free Action Source Core Rulebook pg. 470 --- 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-83"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=906","weakness":{},"name":"Reloading Strike","legacy_id":["action-3674"],"trait":["Gunslinger"],"actions_number":2,"id":"action-906","text":" Reloading Strike Single Action Source Guns & Gears (Remastered) pg. 108 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 and this reload doesn't trigger reactions.","category":"action","actions":"Single Action","rarity":"common","slug":"action-906"},{"skill_mod":{},"summary":"The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1397","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Relocate Capital","trait":["Downtime","Leadership"],"id":"action-1397","text":" Relocate Capital Source Kingmaker Adventure Path pg. 525 Requirements One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity. --- The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. Attempt a check with a DC equal to the kingdom's Control DC + 5. You cannot Relocate your Capital again for at least 3 Kingdom turns. Critical Success The move goes off splendidly, with people excited about the new capital and celebrating the leadership's wisdom. Success The move goes smoothly and with minimal disruption, but some folks are upset or homesick. Increase Unrest by 1. Failure The move causes unhappiness. Gain 1 Unrest and increase two Ruins of your choice by 1. Critical Failure The people reject the idea of the new capital and demand you move it back. The move is unsuccessful, and your capital remains unchanged. Gain 1d4 Unrest. Increase three Ruins of your choice by 1 and the fourth Ruin by 3.","category":"action","rarity":"common","slug":"action-1397"},{"skill_mod":{},"summary":"You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding or wearing a repair toolkit .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2384","weakness":{},"name":"Repair","legacy_id":["action-42"],"trait":["Exploration","Manipulate"],"id":"action-2384","text":" Repair Source Player Core pg. 236 Requirements You are holding or wearing a repair toolkit. --- You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a Crafting check. 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.","category":"action","rarity":"common","slug":"action-2384"},{"skill_mod":{},"summary":"When things have gotten out of hand in the kingdom and the nation's reputation has become damaged, you can focus efforts on a campaign to reassure …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1381","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Repair Reputation","trait":["Downtime","Leadership"],"id":"action-1381","text":" Repair Reputation Source Kingmaker Adventure Path pg. 521 --- When things have gotten out of hand in the kingdom and the nation's reputation has become damaged, you can focus efforts on a campaign to reassure the citizens and bring them closer together, stamp down crime, organize repairs and maintenance of public structures, or strive to adjust poor public opinions. The skill used to Repair Reputation depends on which Ruin total you wish to reduce. If you wish to reduce your Corruption, you attempt an Arts check. If you wish to reduce your Crime, you attempt a Trade check. If you wish to reduce your Decay, you attempt an Engineering check. If you wish to reduce your Strife, you attempt an Intrigue check. In all cases, the DC is your Control DC + 2. Critical Success You reduce the targeted Ruin by 2 and reduce its current ruin penalty by 1 to a minimum of 0. Success You reduce the targeted Ruin by 1. Failure You fail to reduce the targeted Ruin. You cannot attempt to Repair Reputation on this Ruin for 1 Kingdom turn. Critical Failure You fail to reduce the targeted Ruin in a particularly public and embarrassing way. Increase Unrest by 1d4, and you cannot attempt to Repair Reputation for 3 Kingdom turns.","category":"action","rarity":"common","slug":"action-1381"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=517","weakness":{},"name":"Repeat a Spell","trait":["Concentrate","Exploration"],"id":"action-517","text":" Repeat a Spell Source Core Rulebook pg. 480 --- 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.","category":"action","rarity":"common","slug":"action-517"},{"skill_mod":{},"summary":"You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You either have at least one hand free, or you're grabbing or restraining the target. The target can't be more than one size larger than you.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2379","weakness":{},"name":"Reposition","trait":["Attack"],"actions_number":2,"id":"action-2379","text":" Reposition Single Action Source Player Core pg. 235 Requirements You either have at least one hand free, or you're grabbing or restraining the target. The target can't be more than one size larger than you. --- You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC. Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles. Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles. Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2379"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=51","weakness":{},"name":"Request","trait":["Auditory","Concentrate","Linguistic","Mental"],"actions_number":2,"id":"action-51","text":" Request Single Action Source Core Rulebook pg. 247 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-51"},{"skill_mod":{},"summary":"When disaster strikes, you send out a call for help to another nation with whom you have diplomatic relations. The DC of this check is equal to the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You have diplomatic relations with the group you are requesting aid from.","source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1405","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Request Foreign Aid","trait":["Downtime","Leadership"],"id":"action-1405","text":" Request Foreign Aid Source Kingmaker Adventure Path pg. 528 Requirements You have diplomatic relations with the group you are requesting aid from. --- When disaster strikes, you send out a call for help to another nation with whom you have diplomatic relations. The DC of this check is equal to the other group's Negotiation DC +2 (see the sidebar on page 519). Critical Success Your ally's aid grants a +4 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn. You can choose to apply this bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known. In addition, immediately roll 2 Resource Dice and gain RP equal to the result; this RP does not accrue into XP at the end of the turn if you don't spend it. Success As success, but choose the benefit given by the aid: either roll 1 Resource Die and gain RP equal to the result or gain a +2 circumstance bonus to a check. Failure Your ally marshals its resources but cannot get aid to you in time to deal with your current situation. At the start of your next Kingdom turn, gain 1d4 RP. Critical Failure Your ally is tangled up in its own problems and is unable to assist you, is insulted by your request for aid, or might even have an interest in seeing your kingdom struggle against one of your ongoing events. Whatever the case, your pleas for aid make your kingdom look desperate. You gain no aid, but you do increase Unrest by 1d4.","category":"action","rarity":"common","slug":"action-1405"},{"skill_mod":{},"summary":"Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, …","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You attempt a saving throw against a magical effect but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=316","weakness":{},"name":"Resist Elf Magic","actions_number":1,"id":"action-316","text":" Resist Elf Magic Reaction Source Character Guide pg. 49 Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. --- Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-316"},{"skill_mod":{},"summary":"Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if …","primary_source":"Guns & Gears (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You attempt a saving throw against a harmful magical effect but haven't rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=905","weakness":{},"name":"Resist Magic","legacy_id":["action-3659"],"actions_number":1,"id":"action-905","text":" Resist Magic Reaction Source Guns & Gears (Remastered) pg. 41 Trigger You attempt a saving throw against a harmful magical effect but haven't rolled yet. --- Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if you roll a success, you get a critical success instead.","category":"action","actions":"Reaction","rarity":"common","slug":"action-905"},{"skill_mod":{},"summary":"Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1382","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Rest and Relax","trait":["Downtime","Leadership"],"id":"action-1382","text":" Rest and Relax Source Kingmaker Adventure Path pg. 521 --- Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good example for the nation. You take time to relax, and you extend the chance to unwind to your citizens as well. The Kingdom skill you use to determine the effectiveness of your time off depends on how you want to spend it: Use a basic Arts check to spend the time engaged in entertainment or the pursuit of a hobby. Use a basic Boating check to enjoy trips on the lakes and rivers of your kingdom. Use a basic Scholarship check to spend the time reading or studying a topic of personal interest beyond your daily duties. Use a basic Trade check to spend your time shopping or feasting. Use a basic Wilderness check to get away from the bustle and relax in the countryside. If your kingdom Rested and Relaxed the previous Kingdom turn, the DC increases by 4, as your kingdom's production and output hasn't had a chance to catch up to all those vacation days. Critical Success The citizens enjoy the time off and are ready to get back to work. Reduce Unrest by 1, and the next Leadership activity you take gains a +2 circumstance bonus. Success The time spent relaxing has calmed nerves; reduce Unrest by 1. Failure The rest is welcome, but not particularly beneficial in the long term. Critical Failure The time is wasted, and when you get back to work, you have to spend extra time catching up. Take a –2 circumstance penalty to your next skill check made as a Leadership activity","category":"action","rarity":"common","slug":"action-1382"},{"skill_mod":{},"summary":"When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you …","primary_source":"Spore War Player's Guide","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Spore War Player's Guide"],"trigger":"You arrive at a location via a teleportation effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3158","frequency":"once per minute","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","name":"Restorative Teleportation","trait":["Healing"],"actions_number":1,"id":"action-3158","text":" Restorative Teleportation Reaction Source Spore War Player's Guide pg. 14 Frequency once per minute Trigger You arrive at a location via a teleportation effect --- When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you restore a number of Hit Points equal to 1d6 plus your level plus your Intelligence modifier.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3158"},{"skill_mod":{},"summary":"Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes …","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3539","weakness":{},"name":"Restore the Mind","legacy_id":["action-1223"],"trait":["Emotion","Healing","Mental","Psyche","Psychic"],"actions_number":2,"id":"action-3539","text":" Restore the Mind Single Action Source Dark Archives (Remastered) pg. 15 --- 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. The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends. The ally regains Hit Points equal to 2 + double your level. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-3539"},{"skill_mod":{},"summary":"Spend a Mythic Point . Take the same actions in the same order, using the same die roll results to resolve those actions, as you did in the …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"Your turn begins;","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3533","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Restore the Moment","actions_number":1,"id":"action-3533","text":" Restore the Moment Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83 Trigger Your turn begins; --- Spend a Mythic Point. Take the same actions in the same order, using the same die roll results to resolve those actions, as you did in the preserved moment, and apply modifiers to those rolls as they currently exist (not as they were when you recorded the loop) but at mythic proficiency. The exact details of how you accomplish your restored actions can change—you need not move in the exact same pattern or distance with a repeated Stride, for example, nor must you make a repeated Strike against the same foe you attacked in the first set of actions, but you do need to use the same type of movement when you Stride, and you do need to use the same type of weapon to Strike. If at any point during your turn you are unable to take the next action in the loop, your turn ends and you become stunned 1. For example, if you restored the above example against the firewyrm in a round where you were fighting an ogre and you weren’t able to attempt a Strike with a longsword against the ogre as your second action, you would become stunned 1. Likewise, if at the end of your turn there was nothing for you to try to Climb, you would become stunned 1. You can preserve and restore a Cast a Spell action, but if you don’t cast the same spell when you Restore the Moment, you become stunned 1 (you can Cast the Spell at a different rank, though).","category":"action","actions":"Reaction","rarity":"common","slug":"action-3533"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=522","weakness":{},"name":"Retraining","trait":["Downtime"],"id":"action-522","text":" Retraining Source Core Rulebook pg. 481 --- 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.","category":"action","rarity":"common","slug":"action-522"},{"skill_mod":{},"summary":"Your army tries to escape from the battlefield. If your army is already distant , it flees the battlefield, is no longer part of the war encounter, …","primary_source":"Kingmaker Adventure Path","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1426","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Retreat","actions_number":6,"id":"action-1426","text":" Retreat Three Actions Source Kingmaker Adventure Path pg. 580 --- Your army tries to escape from the battlefield. If your army is already distant, it flees the battlefield, is no longer part of the war encounter, and becomes routed. Otherwise, your army gains the distant condition.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-1426"},{"skill_mod":{},"summary":"You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the …","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy damages your ally, and both are in your champion’s aura","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2807","weakness":{},"name":"Retributive Strike","trait":["Champion","Divine"],"actions_number":1,"id":"action-2807","text":" Retributive Strike Reaction Source Player Core 2 pg. 92 Trigger An enemy damages your ally, and both are in your champion’s aura --- You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the enemy is within reach, make a melee Strike against it.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2807"},{"skill_mod":{},"summary":"Destiny, fate, or some other force bends around you as your mythic power swells, manifesting in a flash of light or visible surge of energy emanating …","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You roll a skill check or saving throw and don’t like the result.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2983","weakness":{},"name":"Rewrite Fate","trait":["Fortune","Mythic","Uncommon"],"actions_number":0,"id":"action-2983","text":" Rewrite Fate Free Action Source War of Immortals pg. 78 Trigger You roll a skill check or saving throw and don’t like the result. --- Destiny, fate, or some other force bends around you as your mythic power swells, manifesting in a flash of light or visible surge of energy emanating from your body as you cast aside the chains of fate. You expend a Mythic Point and reroll the check or save with mythic proficiency, taking the new result.","category":"action","actions":"Free Action","rarity":"uncommon","slug":"action-2983"},{"skill_mod":{},"summary":"The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional …","primary_source":"Pathfinder #177: Burning Tundra","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #177: Burning Tundra"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1157","weakness":{},"source_group":["Quest for the Frozen Flame"],"primary_source_group":"Quest for the Frozen Flame","name":"Rhinoceros Charge","actions_number":4,"id":"action-1157","text":" Rhinoceros Charge Two Actions Source Pathfinder #177: Burning Tundra pg. 73 --- The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional piercing damage, or 2d8 additional damage if your rhino is nimble or savage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1157"},{"skill_mod":{},"summary":"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 …","primary_source":"Dark Archives (Remastered)","trait_group":["Sense","Mechanics","Energy","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding your bell implement, and the triggering creature is within 30 feet of you.","source":["Dark Archives (Remastered)"],"trigger":"The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3549","weakness":{},"name":"Ring Bell","legacy_id":["action-1230"],"trait":["Auditory","Magical","Manipulate","Sonic","Thaumaturge"],"actions_number":1,"id":"action-3549","text":" Ring Bell Reaction Source Dark Archives (Remastered) pg. 37 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. 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 modifier or spell DC of the triggering spell from stupefied. Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's body 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). ","category":"action","actions":"Reaction","rarity":"common","slug":"action-3549"},{"skill_mod":{},"summary":"You throw Gut-Ripper in a line of any length up to 60 feet, then it returns to your hands. Each creature in the line takes 2d10 piercing damage …","primary_source":"War of Immortals","cost":"1 Mythic Point","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3031","weakness":{},"name":"Rip Guts! Rip Guts!","actions_number":4,"id":"action-3031","text":" Activate Two Actions Rip Guts! Rip Guts!; Cost 1 Mythic Point; Effect You throw Gut-Ripper in a line of any length up to 60 feet, then it returns to your hands. Each creature in the line takes 2d10 piercing damage with a DC 25 basic Fortitude save. If there's a creature at the end of the line, you instead make a melee Strike against it with the hook that deals an additional 2d10 persistent bleed damage. Each time a creature takes this bleed damage, you regain that many HP; this is a healing vitality effect. This activation can't be used again for 1d4 rounds.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3031"},{"skill_mod":{},"summary":"The cragstone bear tucks itself into a ball and Strides twice in a straight line. It can make a slam Strike against one creature it’s adjacent to …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3241","weakness":{},"name":"Rolling Charge","actions_number":4,"id":"action-3241","text":" Rolling Charge Two Actions Source Shining Kingdoms pg. 100 --- The cragstone bear tucks itself into a ball and Strides twice in a straight line. It can make a slam Strike against one creature it’s adjacent to at any point during this movement. If the Strike is a critical hit, the target is also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3241"},{"skill_mod":{},"summary":"Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2131","weakness":{},"name":"Rolling Knockdown","actions_number":4,"id":"action-2131","text":" Rolling Knockdown Two Actions Source Rage of Elements pg. 40 --- Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2131"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=484","weakness":{},"name":"Run Over","trait":["Move","Reckless"],"actions_number":6,"id":"action-484","text":" Run Over Three Actions Source Gamemastery Guide pg. 176 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.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-484"},{"skill_mod":{},"summary":"You gain a measure of revenge immediately by twisting the magic used by the triggering creature. Spend a Mythic Point . The triggering creature …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"A creature deals damage to you with a spell","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3526","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Runelord's Response","actions_number":1,"id":"action-3526","text":" Runelord's Response Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 73 Trigger A creature deals damage to you with a spell --- You gain a measure of revenge immediately by twisting the magic used by the triggering creature. Spend a Mythic Point. The triggering creature takes 6d8 force damage, with a basic Will saving throw against either your class DC or spell DC using mythic proficiency, whichever is higher. At 14th level, and every 2 levels thereafter, this damage increases by 1d8.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3526"},{"skill_mod":{},"summary":"The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=346","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"Sand Stride","trait":["Move"],"actions_number":4,"id":"action-346","text":" Sand Stride Two Actions Source Pathfinder #149: Against the Scarlet Triad pg. 80 --- The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-346"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=518","weakness":{},"name":"Scout","trait":["Concentrate","Exploration"],"id":"action-518","text":" Scout Source Core Rulebook pg. 480 --- 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.","category":"action","rarity":"common","slug":"action-518"},{"skill_mod":{},"summary":"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. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=469","weakness":{},"name":"Scout Location","trait":["Downtime","Secret"],"id":"action-469","text":" Scout Location Source Gamemastery Guide pg. 163 --- 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.","category":"action","rarity":"common","slug":"action-469"},{"skill_mod":{},"summary":"The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. Regardless of whether it hits, the target and all enemies …","primary_source":"Book of the Dead","trait_group":["Sense","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1171","weakness":{},"name":"Screaming Skull","trait":["Auditory","Emotion","Fear","Mental"],"actions_number":4,"id":"action-1171","text":" Screaming Skull Two Actions Source Book of the Dead pg. 38 --- The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. Regardless of whether it hits, the target and all enemies within 10 feet must attempt a Will save or be frightened 1, or frightened 2 on a critical failure. This uses a trained DC using the skeleton's Charisma modifier or an expert DC if the skeleton is specialized. At the start of the skeleton's next turn, the head bounces, rolls, or flies back to reattach. The skeleton is blind while its head is away. ","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1171"},{"skill_mod":{},"summary":"Your chetamog takes any combination of two Stride or Climb actions. It has a +10-foot circumstance bonus to its Speed during these Strides.","primary_source":"Pathfinder #201: Pactbreaker","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #201: Pactbreaker"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3224","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","name":"Scurry","actions_number":4,"id":"action-3224","text":" Scurry Two Actions Source Pathfinder #201: Pactbreaker pg. 88 --- Your chetamog takes any combination of two Stride or Climb actions. It has a +10-foot circumstance bonus to its Speed during these Strides.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3224"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=519","weakness":{},"name":"Search","trait":["Concentrate","Exploration"],"id":"action-519","text":" Search Source Core Rulebook pg. 480 --- 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.","category":"action","rarity":"common","slug":"action-519"},{"skill_mod":{},"summary":"You seek to procure or create disguises. Attempt a normal, hard, or very hard Crafting, Deception, Performance, or Society check. ","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=470","weakness":{},"name":"Secure Disguises","trait":["Downtime"],"id":"action-470","text":" Secure Disguises Source Gamemastery Guide pg. 163 --- 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.","category":"action","rarity":"common","slug":"action-470"},{"skill_mod":{},"summary":"A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or …","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1653","weakness":{},"name":"Seedpod Spring","actions_number":4,"id":"action-1653","text":" Seedpod Spring Two Actions Source Treasure Vault (Remastered) pg. 107 --- A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or horizontally and drifts down, sinking 5 feet for every 5 feet traveled horizontally and causing you to take no falling damage. The cottony material disperses when you land.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1653"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=84","weakness":{},"name":"Seek","trait":["Concentrate","Secret"],"actions_number":2,"id":"action-84","text":" Seek Single Action Source Core Rulebook pg. 471 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-84"},{"skill_mod":{},"summary":"Your eidolon's fury boils over into a reckless, out-of-control frenzy. While frenzied, your eidolon is affected by boost eidolon and gains …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=761","weakness":{},"name":"Seething Frenzy","trait":["Concentrate","Eidolon","Emotion","Mental"],"actions_number":2,"id":"action-761","text":" Seething Frenzy Single Action Source Secrets of Magic pg. 60 --- Your eidolon's fury boils over into a reckless, out-of-control frenzy. While frenzied, your eidolon is affected by boost eidolon and gains temporary Hit Points equal to your level, but it takes a –2 penalty to AC. Your eidolon can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which it's fatigued for 1 minute and can't start another frenzy for 1 minute.","category":"action","actions":"Single Action","rarity":"common","slug":"action-761"},{"skill_mod":{},"summary":"Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. In …","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An enemy within 15 feet damages you.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=553","weakness":{},"name":"Selfish Shield","trait":["Champion","Uncommon"],"actions_number":1,"id":"action-553","text":" Selfish Shield Reaction Source Advanced Player's Guide pg. 117 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.","category":"action","actions":"Reaction","rarity":"uncommon","slug":"action-553"},{"skill_mod":{},"summary":"You send emissaries to another group to foster positive relations and communication. The DC of this check is the group's Negotiation DC (see the …","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1406","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Send Diplomatic Envoy","trait":["Downtime","Leadership"],"id":"action-1406","text":" Send Diplomatic Envoy Source Kingmaker Adventure Path pg. 528 --- You send emissaries to another group to foster positive relations and communication. The DC of this check is the group's Negotiation DC (see the sidebar on page 519). Attempts to Send a Diplomatic Envoy to a nation with which your kingdom is at war take a –4 circumstance penalty to the check and have the result worsened one degree. At the GM's option, some wars might be so heated that this activity has no chance of success. Critical Success Your envoys are received quite warmly and make a good first impression. You establish diplomatic relations with the group (see page 534 for more information) and gain a +2 circumstance bonus to all checks made with that group until the next Kingdom turn. Success You establish diplomatic relations. Failure Your envoys are received, but the target organization isn't ready to engage in diplomatic relations. If you attempt to Send a Diplomatic Envoy to the group next Kingdom turn, you gain a +2 circumstance bonus to that check. Critical Failure Disaster! Your envoy fails to reach their destination, is turned back at the border, or is taken prisoner or executed, at the GM's discretion. The repercussions on your kingdom's morale and reputation are significant. Choose one of the following results: gain 1d4 Unrest, add 1 to a Ruin of your choice, or immediately roll 2 Resource Dice and spend RP equal to the result. In any event, you cannot attempt to Send a Diplomatic Envoy to this same target for the next 3 Kingdom turns.The first time your kingdom succeeds at establishing diplomatic relations in the campaign, gain 60 kingdom XP as a milestone award (page 538).","category":"action","rarity":"common","slug":"action-1406"},{"skill_mod":{},"summary":"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, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=64","weakness":{},"name":"Sense Direction","trait":["Exploration","Secret"],"id":"action-64","text":" Sense Direction Source Core Rulebook pg. 252 --- 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 exactly. Success 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. Sample Sense Direction Tasks Untrained determine a cardinal direction using the sun Trained find an overgrown path in a forest Expert navigate a hedge maze Master navigate a byzantine labyrinth or relatively featureless desert Legendary navigate an ever-changing dream realm","category":"action","rarity":"common","slug":"action-64"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=85","weakness":{},"name":"Sense Motive","trait":["Concentrate","Secret"],"actions_number":2,"id":"action-85","text":" Sense Motive Single Action Source Core Rulebook pg. 471 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-85"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You’re in a duel, you’re trained in Perception, and you rolled a Perception check for initiative this round.","source":["Gamemastery Guide"],"trigger":"You attempt a melee Strike against your opponent, but haven’t rolled yet.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=473","weakness":{},"name":"Sense Weakness","actions_number":1,"id":"action-473","text":" Sense Weakness Reaction Source Gamemastery Guide pg. 167 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-473"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Octavia is camping with the PCs (but see Learn from a Companion ). Octavia places magical alarms …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1493","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Set Alarms","trait":["Camping","Concentrate"],"id":"action-1493","text":" Set Alarms Source Kingmaker Companion Guide pg. 103 --- Nethys note: This camping activity requires that Octavia is camping with the PCs (but see Learn from a Companion). Octavia places magical alarms at key places along the campsite's perimeter in order to catch ambushers before they can spring their attack on sleeping PCs. The first time the campsite is attacked by enemies during the next 24 hours, the alarms trigger and alert the PCs. Sleeping characters do not take the normal –4 status penalty when rolling initiative during such an attack, while characters who are awake gain a +2 circumstance bonus to their initiative check.","category":"action","rarity":"common","slug":"action-1493"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Nok-Nok is camping with the PCs (but see Learn from a Companion ). Nok-Nok sets several annoying …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1486","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Set Traps","trait":["Camping","Manipulate"],"id":"action-1486","text":" Set Traps Source Kingmaker Companion Guide pg. 59 --- Nethys note: This camping activity requires that Nok-Nok is camping with the PCs (but see Learn from a Companion). Nok-Nok sets several annoying and frustrating traps around the camp's perimeter. If the campsite is attacked by enemies during the next 24 hours, the invaders suffer a –1 item penalty to all attack rolls and skill checks on the first round of combat as they navigate the distracting traps. Any enemy whose initiative result is less than Nok-Nok's Thievery DC is also flat-footed from the traps until the start of their turn on the second round of combat.","category":"action","rarity":"common","slug":"action-1486"},{"skill_mod":{},"summary":"Spend a Mythic Point . You gain a status bonus to damage equal to double the bonus you're receiving from Let Death Be My Weapon that lasts for 1 …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are gaining a bonus to damage from Let Death Be My Weapon;","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"Your turn begins;","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3530","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Share Death's Promises","actions_number":0,"id":"action-3530","text":" Share Death's Promises Free Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Trigger Your turn begins; Requirements You are gaining a bonus to damage from Let Death Be My Weapon; --- Spend a Mythic Point. You gain a status bonus to damage equal to double the bonus you're receiving from Let Death Be My Weapon that lasts for 1 minute. During this time, this status bonus doesn’t decrease or increase if the value of your doomed, dying, or wounded condition decreases or increases.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3530"},{"skill_mod":{},"summary":"You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but …","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is manifested.","source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=759","weakness":{},"school":"divination","name":"Share Senses","trait":["Concentrate","Divination","Scrying","Summoner"],"actions_number":2,"id":"action-759","text":" Share Senses Single Action Source Secrets of Magic pg. 54 Requirements Your eidolon is manifested. --- You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.","category":"action","actions":"Single Action","rarity":"common","slug":"action-759"},{"skill_mod":{},"summary":"You shift your power, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, …","primary_source":"War of Immortals","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3030","weakness":{},"name":"Shift Immanence","trait":["Divine","Exemplar"],"actions_number":2,"id":"action-3030","text":" Shift Immanence Single Action Source War of Immortals pg. 25 --- You shift your power, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon's immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered. --- Special In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3030"},{"skill_mod":{},"summary":"Until the end of your next turn, you gain resistance 5 to bludgeoning, piercing, and slashing damage, but your Speeds are reduced by 10 feet …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3147","frequency":"once per day","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Shift Scales","actions_number":2,"id":"action-3147","text":" Activate Single Action Shift Scales; Frequency once per day; Effect Until the end of your next turn, you gain resistance 5 to bludgeoning, piercing, and slashing damage, but your Speeds are reduced by 10 feet (minimum 5 feet).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3147"},{"skill_mod":{},"summary":"You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. The target can’t be more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=38","weakness":{},"name":"Shove","trait":["Attack"],"actions_number":2,"id":"action-38","text":" Shove Single Action Source Core Rulebook pg. 243 Requirements You have at least one hand free. The target can’t be more than one size larger than you. --- You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC. Critical Success You push your target 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 target 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-38"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Regongar is the General and is at least friendly Using Regongar's advice, a public show of force is …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1506","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Show of Force","trait":["Downtime","Leadership"],"id":"action-1506","text":" Show of Force Source Kingmaker Companion Guide pg. 105 --- Nethys note: this activity requires that Regongar is the General and is at least friendly Using Regongar's advice, a public show of force is performed in an attempt to curtail criminal activity or subversive activity in the kingdom. Attempt a basic Warfare check to determine how effective the Show of Force is. Critical Success The kingdom's criminals are cowed by the show of force. Reduce Crime by 2 and reduce one other Ruin of your choice by 1. Success The kingdom's criminals take note of the show of force. Reduce Crime by 1. Failure The show of force fails to impress criminals but unsettles the rest of the citizens. Increase Unrest by 1. Critical Failure The criminals are emboldened by the failed show of force. Increase Unrest by 1d4 and Crime by 1.","category":"action","rarity":"common","slug":"action-1506"},{"skill_mod":{},"summary":"The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The shark hit with a jaws Strike on its most recent action this turn.","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=562","weakness":{},"name":"Shred","actions_number":2,"id":"action-562","text":" Shred Single Action Source Advanced Player's Guide pg. 145 Requirements The shark hit with a jaws Strike on its most recent action this turn. --- The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).","category":"action","actions":"Single Action","rarity":"common","slug":"action-562"},{"skill_mod":{},"summary":"Your eidolon focuses on inflicting the most damage possible on its foes. If your eidolon’s next action is to use Swarming Assault, the number of …","primary_source":"Battlecry!","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is dispersed.","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3309","frequency":"once per minute","weakness":{},"name":"Sickening Assault","trait":["Concentrate","Eidolon"],"actions_number":0,"id":"action-3309","text":" Sickening Assault Free Action Source Battlecry! pg. 73 Frequency once per minute Requirements Your eidolon is dispersed. --- Your eidolon focuses on inflicting the most damage possible on its foes. If your eidolon’s next action is to use Swarming Assault, the number of damage dice of the Swarming Assault are doubled. Additionally, creatures that fail their Reflex save against that Swarming Assault are sickened 2 (sickened 4 on a critical failure).","category":"action","actions":"Free Action","rarity":"common","slug":"action-3309"},{"skill_mod":{},"summary":"You slip through time to avoid a dangerous outcome. Teleport up to 10 feet in any direction. If this would take you outside of the area’s effect, you …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"trigger":"You are about to attempt a Reflex saving throw against an area effect","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3531","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Sidestep Through Time","actions_number":1,"id":"action-3531","text":" Sidestep Through Time Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81 Trigger You are about to attempt a Reflex saving throw against an area effect --- You slip through time to avoid a dangerous outcome. Teleport up to 10 feet in any direction. If this would take you outside of the area’s effect, you don’t need to attempt the Reflex save against it. You are then off-guard for 1 round.","category":"action","actions":"Reaction","rarity":"common","slug":"action-3531"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow.\r\n","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=921","weakness":{},"name":"Siegebreaker","legacy_id":["action-3690"],"trait":["Gunslinger"],"actions_number":4,"id":"action-921","text":" Siegebreaker Two Actions Source Guns & Gears (Remastered) pg. 110 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.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-921"},{"skill_mod":{},"summary":"The roc Strikes a creature with its talon and then attempts to Grab the creature. If the Grab is successful, the roc then Flies up to half its …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2797","weakness":{},"name":"Snatch","actions_number":4,"id":"action-2797","text":" Snatch Two Actions Source Howl of the Wild pg. 95 --- The roc Strikes a creature with its talon and then attempts to Grab the creature. If the Grab is successful, the roc then Flies up to half its speed, carrying that creature along with it.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2797"},{"skill_mod":{},"summary":"The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature …","primary_source":"Monsters of Myth","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1110","weakness":{},"name":"Snatch and Zap","actions_number":4,"id":"action-1110","text":" Snatch and Zap Two Actions Source Monsters of Myth pg. 119 --- The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature automatically becomes grabbed by the Ulgrem-Lurann and takes 1d4 electricity damage (2d4 for a mature Ulgrem-Lurann or 3d4 for a specialized companion). The grabbed condition lasts until the end of your next turn, though the Ulgrem-Lurann can use Grapple to attempt to extend the duration as normal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1110"},{"skill_mod":{},"summary":"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, …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=63","weakness":{},"name":"Sneak","trait":["Move","Secret"],"actions_number":2,"id":"action-63","text":" Sneak Single Action Source Core Rulebook pg. 252 --- 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. You become observed as soon as you do anything other than 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 you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-63"},{"skill_mod":{},"summary":"You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them with a +2 item bonus. You cannot make this request …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3167","frequency":"once per hour","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Speak with Undead","actions_number":2,"id":"action-3167","text":" Activate Single Action Speak with Undead; Frequency once per hour; Effect You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them with a +2 item bonus. You cannot make this request of someone else’s summoned undead.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3167"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=755","frequency":"until recharged (see below)","weakness":{},"name":"Spellstrike","trait":["Magus"],"actions_number":4,"id":"action-755","text":" Spellstrike Two Actions Source Secrets of Magic pg. 37 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 either a spell attack roll or a saving throw. You imbue its effects into an attack instead of executing the spell normally. Make a melee Strike with a weapon or unarmed attack. 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. If the spell required a spell attack roll, use your Strike’s results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected. 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. Spellstrike Specifics Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. One Target : The spell targets only the target of your Strike, even if it normally allows more targets. This includes area spells, which only the target attempts a saving throw against. Any ongoing effects of the area, such as the difficult terrain from scatter scree , affect only the target’s space. Some feats let you affect more creatures. Reach : The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, gouging claw would affect a creature beyond the reach of your hand if you used a weapon with reach, and frostbite would affect only a creature in your weapon’s reach, even though the spell’s range is longer. Ancillary Effects : Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, scatter scree would still create difficult terrain in the target’s space (as mentioned above) and tangle vine ’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. Multiple Defenses : Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target : If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. Variable Actions : Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. Spellshape : You typically can’t use spellshape with Spellstrike because spellshape actions require the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-755"},{"skill_mod":{},"summary":"Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature …","primary_source":"Rage of Elements","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2133","weakness":{},"name":"Spiked Bunker","actions_number":2,"id":"action-2133","text":" Spiked Bunker Single Action Source Rage of Elements pg. 41 --- Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee unarmed attack while it's in its Spiked Bunker takes 2d6 piercing damage (or 3d6 piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2133"},{"skill_mod":{},"summary":"You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take 4d6 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or loaded crossbow.","source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=920","weakness":{},"name":"Spinning Crush","legacy_id":["action-3689"],"trait":["Gunslinger"],"actions_number":6,"id":"action-920","text":" Spinning Crush Three Actions Source Guns & Gears (Remastered) pg. 110 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 4d6 bludgeoning damage plus your Strength modifier; this increases to 6d6 if your firearm has a striking rune, 8d6 if it has a greater striking rune, and 10d6 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 10 feet directly away from you.","category":"action","actions":"Three Actions","rarity":"common","slug":"action-920"},{"skill_mod":{},"summary":"The bacallia regurgitates a portion of its stomach’s contents as a ranged spit Strike that deals a base of 1d6 acid damage with a range increment …","primary_source":"Shining Kingdoms","trait_group":["Mechanics"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3239","weakness":{},"name":"Spit","trait":["Flourish"],"actions_number":2,"id":"action-3239","text":" Spit Single Action Source Shining Kingdoms pg. 77 --- The bacallia regurgitates a portion of its stomach’s contents as a ranged spit Strike that deals a base of 1d6 acid damage with a range increment of 10 feet. The damage is 2d6 for a mature bacallia and 3d6 for a specialized one. A living creature hit with this Strike is also sickened 1 (sickened 2 on a critical hit).","category":"action","actions":"Single Action","rarity":"common","slug":"action-3239"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Linzi is the Counselorand is at least friendly Linzi works to spread the word of the party's heroics …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1498","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Spread the Legend","trait":["Downtime","Leadership"],"id":"action-1498","text":" Spread the Legend Source Kingmaker Companion Guide pg. 47 --- Nethys note: this activity requires that Linzi is the Counselorand is at least friendly Linzi works to spread the word of the party's heroics and achievements, both through word of mouth and by distributing chapbooks or one-sheets detailing their exploits. Attempt a basic Arts check to determine the success of Linzi's efforts. If she has secured a printing press for the kingdom after the PCs help with her quest (see To Ask for Forgiveness, below), the Arts check gains a +2 item bonus. Critical Success Not only do Linzi's stories bring pride and patriotism to the nation, but they also help increase its glory. Reduce Unrest by 1d6, and at the start of the next Kingdom turn, gain one bonus Fame. In addition, if the kingdom experiences a dangerous random event during this turn's Event Phase, reduce that event's level modifier by 1. Success The rousing and inspiring stories Linzi spreads about the PCs helps to bring the nation together. Reduce Unrest by 1d6. Failure Linzi avoids spreading unfortunate news, but only just barely. The citizens are only slightly entertained by their leaders' exploits. Reduce Unrest by 1. Critical Failure Linzi accidentally spreads news of a humiliating or embarrassing nature, causing the people of the kingdom to lose respect for their leaders. Increase Unrest by 1d4.","category":"action","rarity":"common","slug":"action-1498"},{"skill_mod":{},"summary":"The kangaroo balances on its tail and lashes out with a powerful two-legged kick. The kangaroo makes a foot Strike. If it hits, the target is pushed …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2784","weakness":{},"name":"Spring Kick","actions_number":4,"id":"action-2784","text":" Spring Kick Two Actions Source Howl of the Wild pg. 91 --- The kangaroo balances on its tail and lashes out with a powerful two-legged kick. The kangaroo makes a foot Strike. If it hits, the target is pushed back 10 feet. On a critical hit, they are also knocked prone.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2784"},{"skill_mod":{},"summary":"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 …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1455","weakness":{},"name":"Spring the Trap","trait":["Gunslinger"],"actions_number":0,"id":"action-1455","text":" Spring the Trap Free Action Source Impossible Lands pg. 108 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).","category":"action","actions":"Free Action","rarity":"common","slug":"action-1455"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=31","weakness":{},"name":"Squeeze","trait":["Exploration","Move"],"id":"action-31","text":" Squeeze Source Core Rulebook pg. 241 --- 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. Sample Squeeze Tasks Trained space barely fitting your shoulders Master space barely fitting your head","category":"action","rarity":"common","slug":"action-31"},{"skill_mod":{},"summary":"You stand up from being prone .","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2303","weakness":{},"name":"Stand","legacy_id":["action-86"],"trait":["Move"],"actions_number":2,"id":"action-2303","text":" Stand Single Action Source Player Core pg. 418 --- You stand up from being prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2303"},{"skill_mod":{},"summary":"You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, you must have …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2410","weakness":{},"name":"Steal","legacy_id":["action-68"],"trait":["Manipulate"],"actions_number":2,"id":"action-2410","text":" Steal Single Action Source Player Core pg. 246 --- You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, you must have a free hand, 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 is usually the Perception DC of the creature wearing the object. It's easiest to steal an object that is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). The GM might increase the DC if the object is protected or 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). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature's hand, or similarly protected. 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 might impose a circumstance penalty to the DCs of observers who are 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2410"},{"skill_mod":{},"summary":"You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity , that can be triggered …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your Speed is at least 10 feet.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=87","weakness":{},"name":"Step","trait":["Move"],"actions_number":2,"id":"action-87","text":" Step Single Action Source Core Rulebook pg. 471 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-87"},{"skill_mod":{},"summary":"You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.\r\n","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2866","weakness":{},"name":"Stitch Wounds (manipulate)","actions_number":0,"id":"action-2866","text":" Activate—Stitch Wounds Free Action (manipulate) Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.","category":"action","actions":"Free Action","rarity":"common","slug":"action-2866"},{"skill_mod":{},"summary":"You bring the vehicle to a stop.","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle in motion.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=485","weakness":{},"name":"Stop","trait":["Manipulate"],"actions_number":2,"id":"action-485","text":" Stop Single Action Source Gamemastery Guide pg. 176 Requirements You are piloting a vehicle in motion. --- You bring the vehicle to a stop.","category":"action","actions":"Single Action","rarity":"common","slug":"action-485"},{"skill_mod":{},"summary":"You pull the layers of the armor taut, stiffening your body against incoming forces for 1 minute. While the armor is taut, you have a –1 penalty to …","primary_source":"Pathfinder #209: Destroyer's Doom","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3161","weakness":{},"source_group":["Triumph of the Tusk"],"primary_source_group":"Triumph of the Tusk","name":"Strengthen Resolve","actions_number":2,"id":"action-3161","text":" Activate Single Action Strengthen Resolve; Effect You pull the layers of the armor taut, stiffening your body against incoming forces for 1 minute. While the armor is taut, you have a –1 penalty to Reflex saves and a +2 item bonus to Fortitude saves.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3161"},{"skill_mod":{},"summary":"You move up to your Speed .","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=88","weakness":{},"name":"Stride","trait":["Move"],"actions_number":2,"id":"action-88","text":" Stride Single Action Source Core Rulebook pg. 471 --- You move up to your Speed.","category":"action","actions":"Single Action","rarity":"common","slug":"action-88"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2306","weakness":{},"name":"Strike","legacy_id":["action-89"],"trait":["Attack"],"actions_number":2,"id":"action-2306","text":" Strike Single Action Source Player Core pg. 418 --- 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 an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect. Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage). Success You make a damage roll according to the weapon or unarmed attack and deal damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2306"},{"skill_mod":{},"summary":"You channel a rending pulse of energy down your weapon in the moment of contact. The target of the Strike takes spirit damage equal to the noble …","primary_source":"War of Immortals","trait_group":["Creature Type","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your last action this turn was a successful Strike with the noble branch ","source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3019","weakness":{},"name":"Strike, Breathe, Rend","trait":["Spirit","Transcendence"],"actions_number":2,"id":"action-3019","text":" Strike, Breathe, Rend Single Action Source War of Immortals pg. 45 Requirements Your last action this turn was a successful Strike with the noble branch --- You channel a rending pulse of energy down your weapon in the moment of contact. The target of the Strike takes spirit damage equal to the noble branch’s weapon damage dice. This includes any extra dice from striking runes, but not from special abilities, property runes, or the like.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3019"},{"skill_mod":{},"summary":"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 …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"requirement":"You are an initiate, attendant, or conversant.","source":["Pathfinder #169: Kindled Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=752","weakness":{},"source_group":["Strength of Thousands"],"primary_source_group":"Strength of Thousands","name":"Study","trait":["Downtime"],"id":"action-752","text":" Study Source Pathfinder #169: Kindled Magic pg. 63 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.","category":"action","rarity":"common","slug":"action-752"},{"skill_mod":{},"summary":"You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described here . The GM determines the DC …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2368","weakness":{},"name":"Subsist","legacy_id":["action-27"],"trait":["Downtime"],"id":"action-2368","text":" Subsist Source Player Core pg. 232 --- You try to provide food and shelter for yourself, and possibly others as well, with a standard of living 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. Sample Subsist Tasks Untrained lush forest with calm weather or large city with plentiful resources Trained typical hillside or village Expert typical mountains or insular hamlet Master typical desert or city under siege Legendary barren wasteland or city of undead","category":"action","rarity":"common","slug":"action-2368"},{"skill_mod":{},"summary":"The hippocampus makes a tail Strike, then Swims with a +10- foot circumstance bonus to its swim Speed. The hippocampus and its rider gain a +2 …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2793","weakness":{},"name":"Sudden Retreat","actions_number":4,"id":"action-2793","text":" Sudden Retreat Two Actions Source Howl of the Wild pg. 94 --- The hippocampus makes a tail Strike, then Swims with a +10- foot circumstance bonus to its swim Speed. The hippocampus and its rider gain a +2 circumstance bonus to AC against reactions triggered by this movement.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2793"},{"skill_mod":{},"summary":"Your spellcasters try to resolve issues when mundane solutions just aren't enough. Attempt a basic check.","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1400","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Supernatural Solution","trait":["Downtime","Fortune","Leadership"],"id":"action-1400","text":" Supernatural Solution Source Kingmaker Adventure Path pg. 526 --- Your spellcasters try to resolve issues when mundane solutions just aren't enough. Attempt a basic check. Critical Success You can call upon your spellcasters' supernatural solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so just before a Kingdom skill check is rolled (by yourself or any other PC). Attempt a Magic check against the same DC in addition to the Kingdom skill check, and take whichever of the two results you prefer. If you don't use your Supernatural Solution by the end of this Kingdom turn, this benefit ends and you gain 10 kingdom XP instead. Success As critical success, but the solution costs the kingdom 1d4 RP to research. This cost is paid now, whether or not you use your supernatural solution. Failure Your attempt at researching a supernatural solution costs the kingdom 2d6 RP, but is ultimately a failure, providing no advantage. Critical Failure As failure, but your spellcasters' resources and morale are impacted such that you cannot attempt a Supernatural Solution again for 2 Kingdom turns. Special You cannot influence a check with Supernatural Solution and Creative Solution simultaneously","category":"action","rarity":"common","slug":"action-1400"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Ekundayo is part of the PC's kingdom and is at least friendly Following Ekundayo's advice, …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1496","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Supplementary Hunting","trait":["Downtime","Region"],"id":"action-1496","text":" Supplementary Hunting Source Kingmaker Companion Guide pg. 24 --- Nethys note: this activity requires that Ekundayo is part of the PC's kingdom and is at least friendly Following Ekundayo's advice, rural-dwelling citizens work to supplement stores of food and resources through hunting and trapping. Attempt a basic Wilderness check to gather excess livestock from the local wildlife, ranches, and farms to generate food commodities. Critical Success Gain 1d4 Food commodities, 1 Luxury commodity, and 1 bonus Resource Die at the start of your next Kingdom turn. Success Choose only one of the three options from the above result. Failure Your hunters and trappers fail to supplement your stores and must spend time resupplying and setting new traps; you cannot attempt Supplementary Hunting on the next Kingdom turn. Critical Failure As failure, but your hunters and trappers have accidentally attracted the attention of dangerous wildlife. Either gain 1d4 Unrest or increase a Ruin of your choice by 1.","category":"action","rarity":"common","slug":"action-1496"},{"skill_mod":{},"summary":"Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The creature is an animal companion.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=342","weakness":{},"name":"Support","actions_number":2,"id":"action-342","text":" Support Single Action Source Core Rulebook pg. 215 Requirements The creature is an animal companion. --- Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.","category":"action","actions":"Single Action","rarity":"common","slug":"action-342"},{"skill_mod":{},"summary":"You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending …","primary_source":"War of Immortals","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3020","weakness":{},"name":"Survive the Wilds","trait":["Aura","Manipulate","Transcendence"],"actions_number":2,"id":"action-3020","text":" Survive the Wilds Single Action Source War of Immortals pg. 45 --- You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending energies into itself. Until the start of your next turn, this shine creates an aura in a 15-foot emanation. You and all allies in the emanation gain a +2 circumstance bonus to AC and saving throws against effects with that trait.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3020"},{"legacy_name":["Sustain a Spell"],"skill_mod":{},"summary":"Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2317","weakness":{},"name":"Sustain","legacy_id":["action-73"],"trait":["Concentrate"],"actions_number":2,"id":"action-2317","text":" Sustain Single Action Source Player Core pg. 419 --- Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes. An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit. If your Sustain action is disrupted, the ability ends.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2317"},{"remaster_name":["Sustain"],"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one spell active with a sustained duration, and you are not fatigued.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=73","weakness":{},"name":"Sustain a Spell","trait":["Concentrate"],"actions_number":2,"id":"action-73","text":" Sustain a Spell Single Action Source Core Rulebook pg. 304 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-73"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one magic item activation that you can sustain and you are not fatigued","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=99","weakness":{},"name":"Sustain an Activation","trait":["Concentrate"],"actions_number":2,"id":"action-99","text":" Sustain an Activation Single Action Source Core Rulebook pg. 534 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-99"},{"skill_mod":{},"summary":"You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify …","primary_source":"Player Core","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2631","weakness":{},"name":"Sustain an Effect","trait":["Concentrate","Exploration"],"id":"action-2631","text":" Sustain an Effect Source Player Core pg. 439 --- You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. Sustaining an effect that requires making complex decisions, such as spiritual armament , can make you fatigued, as determined by the GM.","category":"action","rarity":"common","slug":"action-2631"},{"skill_mod":{},"summary":"Your eidolon swarms over each creature occupying its space, biting, pecking, clawing, or making similar attacks with its component bodies. It deals …","primary_source":"Battlecry!","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Your eidolon is dispersed.","source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3307","weakness":{},"name":"Swarming Assault","trait":["Eidolon"],"actions_number":4,"id":"action-3307","text":" Swarming Assault Two Actions Source Battlecry! pg. 72 Requirements Your eidolon is dispersed. --- Your eidolon swarms over each creature occupying its space, biting, pecking, clawing, or making similar attacks with its component bodies. It deals 1d6 damage to each creature in the area, with a basic Reflex save against your spell DC. You choose each time your eidolon uses Swarming Assault whether it deals piercing or slashing damage. Your eidolon then can't use Swarming Assault again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-3307"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=39","weakness":{},"name":"Swim","trait":["Move"],"actions_number":2,"id":"action-39","text":" Swim Single Action Source Core Rulebook pg. 243 --- 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. 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. Sample Swim Tasks Untrained lake or other still water Trained flowing water, like a river Expert swiftly flowing river Master stormy sea Legendary maelstrom, waterfall","category":"action","actions":"Single Action","rarity":"common","slug":"action-39"},{"skill_mod":{},"summary":"The giant eel Swims and makes a jaws Strike at any point along the way.","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2789","weakness":{},"name":"Swimming Snap","actions_number":4,"id":"action-2789","text":" Swimming Snap Two Actions Source Howl of the Wild pg. 93 --- The giant eel Swims and makes a jaws Strike at any point along the way.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2789"},{"skill_mod":{},"summary":"The giant rock tuatara detaches its tail to free itself from an enemy’s grip. It automatically Escapes and can Step . It then can’t use its tail …","primary_source":"Shining Kingdoms","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"The giant rock tuatara is grabbed or restrained .","source":["Shining Kingdoms"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3242","frequency":"once per 10 minutes","weakness":{},"name":"Tail Escape","actions_number":2,"id":"action-3242","text":" Tail Escape Single Action Source Shining Kingdoms pg. 100 Frequency once per 10 minutes Requirements The giant rock tuatara is grabbed or restrained. --- The giant rock tuatara detaches its tail to free itself from an enemy’s grip. It automatically Escapes and can Step. It then can’t use its tail slam Strike until it can regenerate its tail, which takes 10 minutes or an application of healing magic that restores Hit Points.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3242"},{"skill_mod":{},"summary":"Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2102","weakness":{},"name":"Tail Swipe","actions_number":4,"id":"action-2102","text":" Tail Swipe Two Actions Source Highhelm pg. 109 --- Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2102"},{"skill_mod":{},"summary":"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 …","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon","Poison","Affliction"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are wielding a piercing or slashing weapon.","source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=540","frequency":"once per day","weakness":{},"name":"Tail Toxin","trait":["Kobold","Poison"],"actions_number":2,"id":"action-540","text":" Tail Toxin Single Action Source Advanced Player's Guide pg. 14 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-540"},{"skill_mod":{},"summary":"You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.","primary_source":"Gamemastery Guide","trait_group":["Mechanics","AoN-Special","Variant Rules"],"cost":"1 Resolve Point","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=463","weakness":{},"name":"Take a Breather","trait":["Exploration","Stamina"],"id":"action-463","text":" Take a Breather Source Gamemastery Guide pg. 200 Cost 1 Resolve Point --- You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.","category":"action","rarity":"common","slug":"action-463"},{"skill_mod":{},"summary":"The zombie tries to grasp and bite a creature. The zombie makes a jaws Strike against the creature. This Strike uses the same statistics as its …","primary_source":"Book of the Dead","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The zombie has a creature grabbed or restrained.","source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1173","weakness":{},"name":"Take a Taste","actions_number":2,"id":"action-1173","text":" Take a Taste Single Action Source Book of the Dead pg. 39 Requirements The zombie has a creature grabbed or restrained. --- The zombie tries to grasp and bite a creature. The zombie makes a jaws Strike against the creature. This Strike uses the same statistics as its normal melee Strike, except its damage die is 1d10 and it deals piercing damage.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1173"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are aboard the vehicle and adjacent to its controls.","source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=486","weakness":{},"name":"Take Control","trait":["Manipulate"],"actions_number":2,"id":"action-486","text":" Take Control Single Action Source Gamemastery Guide pg. 176 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-486"},{"skill_mod":{},"summary":"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 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are benefiting from standard cover , are near a feature that allows you to take cover, or are prone .","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2307","weakness":{},"name":"Take Cover","legacy_id":["action-90"],"actions_number":2,"id":"action-2307","text":" Take Cover Single Action Source Player Core pg. 418 Requirements You are benefiting from standard 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 standard cover (a +2 circumstance bonus instead). If you're prone, you gain greater cover against ranged attacks. Take Cover lasts until you move from your current space, use an attack action, become unconscious, or end it as a free action.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2307"},{"skill_mod":{},"summary":"The wolf automatically knocks the target of its jaws Strike prone .","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"The animal companion’s last action was a successful jaws Strike.","source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2286","weakness":{},"name":"Takedown","actions_number":2,"id":"action-2286","text":" Takedown Single Action Source Player Core pg. 210 Requirements The animal companion’s last action was a successful jaws Strike. --- The wolf automatically knocks the target of its jaws Strike prone.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2286"},{"skill_mod":{},"summary":"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 …","primary_source":"Secrets of Magic","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=773","weakness":{},"name":"Tap Ley Line","trait":["Concentrate"],"actions_number":2,"id":"action-773","text":" Tap Ley Line Single Action Source Secrets of Magic pg. 215 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-773"},{"skill_mod":{},"summary":"You tap into the cash reserves of your kingdom for the PCs' personal use or to provide emergency funding for an event. This is a basic check, but …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1404","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Tap Treasury","trait":["Commerce","Downtime"],"id":"action-1404","text":" Tap Treasury Source Kingmaker Adventure Path pg. 528 --- You tap into the cash reserves of your kingdom for the PCs' personal use or to provide emergency funding for an event. This is a basic check, but after you succeed or critically succeed at this activity, all future attempts to Tap Treasury have their results worsened two degrees. This penalty persists until funds equal to those taken from the treasury are repaid via Capital Investment (page 529). Critical Success You withdraw funds equal to the Currency per Additional PC column on Table 10–9: Party Treasure By Level on page 509 of the Pathfinder Core Rulebook (using your kingdom's level to set the amount), or you successfully fund the unexpected event that required you to Tap your Treasury. Success As critical success, but you overdraw your treasury in the attempt. You take a –1 circumstance penalty to all Economy-based checks until the end of your next Kingdom turn. Failure You fail to secure the funds you need, and rumors about the kingdom's potential shortfall of cash cause you to take a –1 circumstance penalty to all Loyalty and Economy-based checks until the end of your next Kingdom turn. Critical Failure As failure, but the rumors spiral out of control. Increase Unrest by 1 and add 1 to a Ruin of your choice.","category":"action","rarity":"common","slug":"action-1404"},{"skill_mod":{},"summary":"With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt …","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3304","weakness":{},"name":"Taunt","trait":["Concentrate","Guardian"],"actions_number":2,"id":"action-3304","text":" Taunt Single Action Source Battlecry! pg. 38 --- With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target’s attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn’t include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become off-guard until the start of their next turn. Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3304"},{"skill_mod":{},"summary":"The terror bird makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage .","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1044","weakness":{},"name":"Tearing Clutch","actions_number":4,"id":"action-1044","text":" Tearing Clutch Two Actions Source Grand Bazaar pg. 55 --- The terror bird makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1044"},{"skill_mod":{},"summary":"Your ghost unleashes a flurry of emotions, causing small objects and debris to fly about in a 20-foot emanation, dealing 1d6 bludgeoning damage for …","primary_source":"Book of the Dead","trait_group":["Tradition","School"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1169","frequency":"once per hour","weakness":{},"school":"evocation","name":"Telekinetic Assault","trait":["Divine","Evocation"],"actions_number":4,"id":"action-1169","text":" Telekinetic Assault Two Actions Source Book of the Dead pg. 38 Frequency once per hour --- Your ghost unleashes a flurry of emotions, causing small objects and debris to fly about in a 20-foot emanation, dealing 1d6 bludgeoning damage for every 2 levels the ghost has (basic Reflex save). This uses a trained DC using the ghost's Charisma modifier or an expert DC if the ghost is specialized.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1169"},{"skill_mod":{},"summary":"The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save, …","primary_source":"Howl of the Wild","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2788","weakness":{},"name":"Telepathic Pounce","trait":["Mental","Occult"],"actions_number":4,"id":"action-2788","text":" Telepathic Pounce Two Actions Source Howl of the Wild pg. 92 --- The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save, with the following effects. This uses a trained DC using the shotalashu’s Charisma modifier or an expert DC if the shotalashu is specialized. Critical Success The creature is unaffected. Success The creature takes a –5 foot status penalty to its Speeds for one round. Failure The creature takes a –10 foot status penalty to its Speeds for one round. The shotalashu can then Leap. Critical Failure The creature is off-guard and immobilized for one round. The shotalashu can then Leap.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2788"},{"skill_mod":{},"summary":"You spend 2 hours telling a rousing story, perhaps one of your previous adventures or something that was in turn told to you around a campfire. The …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1481","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Tell Campfire Story","trait":["Camping","Concentrate","Emotion","Linguistic","Mental"],"id":"action-1481","text":" Tell Campfire Story Source Kingmaker Companion Guide pg. 112 --- You spend 2 hours telling a rousing story, perhaps one of your previous adventures or something that was in turn told to you around a campfire. The GM might award a +1 circumstance bonus to your check if the story is relevant to your recent or upcoming adventures, or if it reflects one or more characters' personal stories. Attempt a Performance check against a DC equal to that set by your own level, as given on Table 10–5. All allies in your camp can potentially gain benefits from your stories, but those who spend the hour Relaxing gain the greatest benefits. An ally who spends the two hours of your campfire story Hunting and Gathering or is otherwise outside of the camp's immediate area is not affected by your campfire story. Critical Success You inspire your allies dramatically. For the remainder of the camping session, your allies gain a +2 status bonus to attack rolls, saving throws, and skill checks during combat at the campsite. The bonuses end as soon as daily preparations begin after resting is concluded. If an ally spent the hour Relaxing, they can also choose to reroll a failed roll at any time once during the remainder of the camping session while the status bonus persists; this is a fortune effect. Success You inspire your allies. As critical success, but the status bonus is +1. An ally who spent the hour Relaxing receives a +2 status bonus but does not receive the reroll effect granted by a critical success. Failure Your allies are unmoved and receive no benefits. Critical Failure Your story distracts or unsettles your allies. They each take a –1 status penalty to skill checks until they Relax or until they begin daily preparations.","category":"action","rarity":"common","slug":"action-1481"},{"skill_mod":{},"summary":"You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"trigger":"You roll initiative.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=911","weakness":{},"name":"Ten Paces","legacy_id":["action-3680"],"trait":["Gunslinger"],"actions_number":0,"id":"action-911","text":" Ten Paces Free Action Source Guns & Gears (Remastered) pg. 109 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.","category":"action","actions":"Free Action","rarity":"common","slug":"action-911"},{"skill_mod":{},"summary":"Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=770","weakness":{},"name":"Tendril Strike","trait":["Eidolon"],"actions_number":2,"id":"action-770","text":" Tendril Strike Single Action Source Secrets of Magic pg. 65 --- Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.","category":"action","actions":"Single Action","rarity":"common","slug":"action-770"},{"skill_mod":{},"summary":"The tattoo casts its spell.","primary_source":"Treasure Vault (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1716","frequency":"once per day","weakness":{},"name":"The actions required to Activate the tattoo are the same as those needed to cast its spell","id":"action-1716","text":" Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.","category":"action","rarity":"common","slug":"action-1716"},{"skill_mod":{},"summary":"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 …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=922","weakness":{},"name":"Thoughtful Reload","legacy_id":["action-3691"],"trait":["Gunslinger"],"actions_number":2,"id":"action-922","text":" Thoughtful Reload Single Action Source Guns & Gears (Remastered) pg. 140 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-922"},{"skill_mod":{},"summary":"You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.","primary_source":"Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=317","weakness":{},"name":"Threatening Approach","actions_number":4,"id":"action-317","text":" Threatening Approach Two Actions Source Character Guide pg. 57 --- You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-317"},{"skill_mod":{},"summary":"The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals 2d6 …","primary_source":"Player Core","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2272","weakness":{},"name":"Throw Rock","actions_number":2,"id":"action-2272","text":" Throw Rock Single Action Source Player Core pg. 206 --- The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals 2d6 bludgeoning (3d6 for a specialized companion) damage with a range increment of 30 feet.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2272"},{"skill_mod":{},"summary":"The giant frog lashes out with its tongue, making a tongue Strike. If the Strike hits, the target is automatically grabbed by the giant frog and …","primary_source":"Howl of the Wild","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2790","weakness":{},"name":"Tongue Grab","actions_number":4,"id":"action-2790","text":" Tongue Grab Two Actions Source Howl of the Wild pg. 93 --- The giant frog lashes out with its tongue, making a tongue Strike. If the Strike hits, the target is automatically grabbed by the giant frog and pulled into a square adjacent to the frog. The grabbed condition lasts until the end of your next turn.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2790"},{"skill_mod":{},"summary":"The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=491","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Tongue Pull","trait":["Attack"],"actions_number":2,"id":"action-491","text":" Tongue Pull Single Action Source Pathfinder #154: Siege of the Dinosaurs pg. 73 --- The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also grabbed until the beginning of your next turn.","category":"action","actions":"Single Action","rarity":"common","slug":"action-491"},{"skill_mod":{},"summary":"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 …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"You're wielding a combination weapon.","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1454","weakness":{},"name":"Touch and Go","trait":["Gunslinger"],"actions_number":2,"id":"action-1454","text":" Touch and Go Single Action Source Impossible Lands pg. 108 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1454"},{"skill_mod":{},"summary":"You exude a deadly toxin. The triggering creature takes 1d4 poison damage ( basic Fortitude save using your class DC or spell DC, whichever is …","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon","Poison","Affliction"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"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.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=732","frequency":"once per hour","weakness":{},"name":"Toxic Skin","trait":["Grippli","Poison"],"actions_number":1,"id":"action-732","text":" Toxic Skin Reaction Source The Mwangi Expanse pg. 119 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.","category":"action","actions":"Reaction","rarity":"common","slug":"action-732"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=66","weakness":{},"name":"Track","trait":["Concentrate","Exploration","Move"],"id":"action-66","text":" Track Source Core Rulebook pg. 252 --- 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. Sample Track Tasks Untrained the path of a large army following a road Trained relatively fresh tracks of a rampaging bear through the plains Expert a nimble panther's tracks through a jungle, tracks obscured by rainfall Master tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane","category":"action","rarity":"common","slug":"action-66"},{"skill_mod":{},"summary":"There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1396","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Trade Commodities","trait":["Commerce","Downtime"],"id":"action-1396","text":" Trade Commodities Source Kingmaker Adventure Path pg. 525 --- There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that your kingdom currently stockpiles and reduce that Commodity's stockpile by up to 4. Then attempt a basic check. If you trade with a group that you've established diplomatic relations with, you gain a +1 circumstance bonus to the check. Critical Success At the beginning of the next Kingdom turn, you gain 2 bonus Resource Dice per point of stockpile expended from your Commodity now. Success At the beginning of your next Kingdom turn, you gain 1 bonus Resource Die per point of stockpile expended from your Commodity now. Failure You gain 1 bonus Resource Die at the beginning of your next Kingdom turn. Critical Failure You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, gain 1 Unrest.","category":"action","rarity":"common","slug":"action-1396"},{"skill_mod":{},"summary":"You train an army in the use of a tactic. Choose one of the tactics from those listed starting on page 575, then attempt a Scholarship or Warfare …","primary_source":"Kingmaker Adventure Path","trait_group":["Kingdom—Warfare","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1420","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Train Army","trait":["Army","Downtime"],"id":"action-1420","text":" Train Army Source Kingmaker Adventure Path pg. 569 --- You train an army in the use of a tactic. Choose one of the tactics from those listed starting on page 575, then attempt a Scholarship or Warfare check against the tactic's Training DC. If your army has already learned its maximum number of tactics, the newly learned tactic replaces a previously learned tactic of your choice. Critical Success The army learns the tactic and then becomes efficient. Success The army learns the tactic. Failure The army fails to learn the tactic. Critical Failure The army not only fails to learn the tactic but becomes frustrated and exhausted from the training; increase the army's weary condition by 1.","category":"action","rarity":"common","slug":"action-1420"},{"skill_mod":{},"summary":"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 …","primary_source":"Gamemastery Guide","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=476","weakness":{},"name":"Travel","trait":["Move"],"id":"action-476","text":" Travel Source Gamemastery Guide pg. 172 --- 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.","category":"action","rarity":"common","slug":"action-476"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=55","weakness":{},"name":"Treat Disease","trait":["Downtime","Manipulate"],"id":"action-55","text":" Treat Disease Source Core Rulebook pg. 248 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.","category":"action","rarity":"common","slug":"action-55"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=56","weakness":{},"name":"Treat Poison","trait":["Manipulate"],"actions_number":2,"id":"action-56","text":" Treat Poison Single Action Source Core Rulebook pg. 248 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-56"},{"skill_mod":{},"summary":"You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison , or when you Treat Disease in …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=167","weakness":{},"name":"Treat Poison or 8 hours (Treat Disease)","actions_number":2,"id":"action-167","text":" Activate Single Action Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison , or when you Treat Disease in order to produce the effects of remove disease . Once these medicines have been used to treat a patient’s poison or disease, they can’t be used again to treat the same affliction for that patient. ","category":"action","actions":"Single Action","rarity":"common","slug":"action-167"},{"skill_mod":{},"summary":"You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=57","weakness":{},"name":"Treat Wounds","trait":["Exploration","Healing","Manipulate"],"id":"action-57","text":" Treat Wounds Source Core Rulebook pg. 249 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. ## Treat Wounds Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert 20 2d8+10 4d8+10 Master 30 2d8+30 4d8+30 Legendary 40 2d8+50 4d8+50 Rolling against a higher DC is optional. 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.","category":"action","rarity":"common","slug":"action-57"},{"skill_mod":{},"summary":"You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC. ","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You have at least one hand free. Your target can’t be more than one size larger than you.","source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=40","weakness":{},"name":"Trip","trait":["Attack"],"actions_number":2,"id":"action-40","text":" Trip Single Action Source Core Rulebook pg. 243 Requirements You have at least one hand free. Your target can’t be more than one size larger than you. --- You try to knock a creature 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-40"},{"skill_mod":{},"summary":"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 …","primary_source":"Core Rulebook","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=29","weakness":{},"name":"Tumble Through","trait":["Move"],"actions_number":2,"id":"action-29","text":" Tumble Through Single Action Source Core Rulebook pg. 240 --- 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.","category":"action","actions":"Single Action","rarity":"common","slug":"action-29"},{"skill_mod":{},"summary":"The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. …","primary_source":"Grand Bazaar","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1042","weakness":{},"name":"Ultrasonic Scream","actions_number":4,"id":"action-1042","text":" Ultrasonic Scream Two Actions Source Grand Bazaar pg. 54 --- The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized. Success The target treats all creatures as concealed on its next attack before the start of your next turn. Failure The target treats all creatures as concealed until the start of your next turn. Critical Failure As failure, and the target is also stunned 1.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1042"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Jaethal is camping with the PCs (but see Learn from a Companion ). As the party preps the …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics","Alignment"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1490","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Undead Guardians","trait":["Camping","Concentrate","Evil"],"id":"action-1490","text":" Undead Guardians Source Kingmaker Companion Guide pg. 97 --- Nethys note: This camping activity requires that Jaethal is camping with the PCs (but see Learn from a Companion). As the party preps the campsite, Jaethal takes an hour to establish contact with the spirits of the dead who linger in the region, be they slain bandits, doomed adventurers, or even just wild animals who succumbed to the laws of nature. If the camp is attacked during the period of rest, these spirits of the dead rise up as undead guardians to defend Jaethal and her allies. These undead guardians manifest as shrieking ghostlike spirits. While their exact shape is determined by the GM, their effect in battle remains the same. Each round during combat, one PC can choose to be defended by the undead guardians (and gain a +1 status bonus to AC for 1 round) or to have them aid their attacks (and gain a +1 status bonus to all melee Strikes for 1 round).","category":"action","rarity":"common","slug":"action-1490"},{"skill_mod":{},"summary":"You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious , …","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied .","source":["Dark Archives (Remastered)"],"trigger":"Your turn begins.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3538","weakness":{},"name":"Unleash Psyche","legacy_id":["action-1222"],"trait":["Psychic"],"actions_number":0,"id":"action-3538","text":" Unleash Psyche Free Action Source Dark Archives (Remastered) pg. 12 Trigger Your turn begins. Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied. --- You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. You're constantly surrounded by the visual manifestation of your psychic magic. When you cast a damaging spell using your psychic spellcasting, you gain a status bonus to its damage equal to double the spell's rank. This applies only to the initial damage the spell deals when cast, and an individual creature takes this damage only once per spell, even if the spell would damage that creature multiple times. You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds.","category":"action","actions":"Free Action","rarity":"common","slug":"action-3538"},{"skill_mod":{},"summary":"Your skeletal bird of prey makes an earsplitting, unnatural screech, deafening and startling an enemy within 30 feet. The target must attempt a …","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Sense"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder #181: Zombie Feast"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1267","weakness":{},"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Unnerving Screech","trait":["Auditory"],"actions_number":2,"id":"action-1267","text":" Unnerving Screech Single Action Source Pathfinder #181: Zombie Feast pg. 77 --- Your skeletal bird of prey makes an earsplitting, unnatural screech, deafening and startling an enemy within 30 feet. The target must attempt a Fortitude save. The target is then temporarily immune for 1 hour. The frightened condition is a mental, emotion, and fear effect, but the creature can still be deafened if it's immune to these. Critical Success The target is unaffected. Success The target is deafened for 1 round and frightened 1. Failure The target is deafened for 1 minute and frightened 1. Critical Failure The target is deafened for 10 minutes and frightened 2.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1267"},{"skill_mod":{},"summary":"After your foe has tried their best, you show everyone how it’s really done. Attempt a check using the same skill that triggered this reaction. The …","primary_source":"Player Core 2","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"An enemy attempts a skill check and doesn’t get a critical success","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2979","weakness":{},"name":"Upstage","actions_number":1,"id":"action-2979","text":" Upstage Reaction Source Player Core 2 pg. 194 Trigger An enemy attempts a skill check and doesn’t get a critical success --- After your foe has tried their best, you show everyone how it’s really done. Attempt a check using the same skill that triggered this reaction. The DC is typically the same as the check the enemy attempted, though the GM can adjust this as usual. Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn. Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.","category":"action","actions":"Reaction","rarity":"common","slug":"action-2979"},{"skill_mod":{},"summary":"You quickly envenom poisonous saliva on your weapon as you draw it. Interact to draw a weapon, and then Envenom it. This uses up your daily use of …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Your Envenom action hasn't been expended.","source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1452","weakness":{},"name":"Venom Draw","actions_number":2,"id":"action-1452","text":" Venom Draw Single Action Source Impossible Lands pg. 60 Requirements Your Envenom action hasn't been expended. --- You quickly envenom poisonous saliva on your weapon as you draw it. Interact to draw a weapon, and then Envenom it. This uses up your daily use of Envenom.","category":"action","actions":"Single Action","rarity":"common","slug":"action-1452"},{"skill_mod":{},"summary":"Your eidolon summons images of its sin into the mind of a target creature within 30 feet, tormenting and confusing the target. The target must …","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=765","frequency":"once per 10 minutes","weakness":{},"name":"Visions of Sin","trait":["Divine","Eidolon","Emotion","Mental"],"actions_number":4,"id":"action-765","text":" Visions of Sin Two Actions Source Secrets of Magic pg. 63 Frequency once per 10 minutes --- Your eidolon summons images of its sin into the mind of a target creature within 30 feet, tormenting and confusing the target. The target must attempt a Will save against your spell DC with the following effects. The effects last until the end of your next turn, but your eidolon can use a single action, which has the concentrate trait, to extend the effects until the end of your next turn (like Sustaining a Spell), to a maximum duration of 1 minute. If the target is evil, it takes a –2 circumstance penalty to its save. Regardless of whether it succeeds, the target becomes temporarily immune for 1 day. Critical Success The target is unaffected. Success The target can't use reactions. Failure The target is slowed 1 and can't use reactions. Critical Failure As failure, and the target is also confused for 1 round. The confusion can't be extended, but the other effects can.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-765"},{"skill_mod":{},"summary":"Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged Strike. If the target is flat-footed , the Strike …","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=916","weakness":{},"name":"Vital Shot","legacy_id":["action-3685"],"trait":["Gunslinger"],"actions_number":4,"id":"action-916","text":" Vital Shot Two Actions Source Guns & Gears (Remastered) pg. 110 --- Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged Strike. If the target is flat-footed, the Strike deals an extra die of weapon damage, and the foe takes persistent bleed damage equal to the amount of precision damage from your One Shot, One Kill.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-916"},{"skill_mod":{},"summary":" Nethys note: this activity requires that Valerie is the General and is at least friendly Valerie spends time studying the nation's armies, …","primary_source":"Kingmaker Companion Guide","trait_group":["Mechanics","Kingdom"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1501","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Warfare Exercises","trait":["Downtime","Leadership"],"id":"action-1501","text":" Warfare Exercises Source Kingmaker Companion Guide pg. 85 --- Nethys note: this activity requires that Valerie is the General and is at least friendly Valerie spends time studying the nation's armies, speaking with its commanders, researching historical records of battles, and running simulations in war rooms to help predict the best ways to prepare for upcoming conflicts. Attempt a basic Warfare check to determine the success of these exercises. Critical Success The exercises reveal a wide range of suggestions for the PCs to use during that month's military exercises. All Army activities taken during this Kingdom turn's Activity Phase gain a +1 circumstance bonus. This bonus increases to +2 at Kingdom level 9 and +3 at Kingdom level 15. In addition, the next time this Kingdom turn that you roll a critical failure on an Army activity, the result is improved to a regular failure instead. Success The exercises grant a +1 circumstance bonus to your first Army activity taken during the Kingdom turn's Activity Phase. This bonus increases to +2 at Kingdom level 9 and +3 at Kingdom level 15. Failure The warfare exercises provide no insight this turn. Critical Failure You accidentally form incorrect assumptions about your military tactics. The next time you roll a failure on an Army activity this Kingdom turn, it becomes a critical failure instead.","category":"action","rarity":"common","slug":"action-1501"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Kalikke is camping with the PCs (but see Learn from a Companion ). Kalikke infuses water in the …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1491","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Water Hazards","trait":["Camping","Concentrate"],"id":"action-1491","text":" Water Hazards Source Kingmaker Companion Guide pg. 100 --- Nethys note: This camping activity requires that Kalikke is camping with the PCs (but see Learn from a Companion). Kalikke infuses water in the environment near the campsite with latent magical qualities that bolster the campsite's defenses. If the campsite is attacked by enemies during the next 24 hours, the attackers suffer a –2 circumstance penalty to Initiative checks as they're forced to deal with unexpectedly deep puddles, sudden currents in standing water, or thick patches of muddy earth. This penalty increases to –3 once the party reaches 11th level.","category":"action","rarity":"common","slug":"action-1491"},{"skill_mod":{},"summary":"Close your eyes and concentrate on your warshard weapon. You perceive the world as if you were observing it from your weapon rather than your own …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=3535","weakness":{},"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Weaponsight","actions_number":2,"id":"action-3535","text":" Weaponsight Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 --- Close your eyes and concentrate on your warshard weapon. You perceive the world as if you were observing it from your weapon rather than your own eyes. You can see in all directions simultaneously and therefore can’t be flanked. If you’re not holding your weapon, this ability fails if your warshard weapon is on a different plane than you. If you spend a Mythic Point as part of this action, you attempt saving throws against visual effects at mythic proficiency while observing through your warshard weapon. You can observe through your weapon for up to 1 minute or until you open your eyes as a free action, whichever comes first.","category":"action","actions":"Single Action","rarity":"common","slug":"action-3535"},{"skill_mod":{},"summary":"Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, …","primary_source":"Highhelm","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2101","weakness":{},"name":"Weighted Kick","actions_number":4,"id":"action-2101","text":" Weighted Kick Two Actions Source Highhelm pg. 109 --- Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, the augdunar automatically Shoves the target back 5 feet (10 feet on a critical success).","category":"action","actions":"Two Actions","rarity":"common","slug":"action-2101"},{"skill_mod":{},"summary":"Your eidolon lashes out in all directions. It makes a melee unarmed Strike against up to four enemies within reach. It can choose different unarmed …","primary_source":"Secrets of Magic","trait_group":["Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=764","weakness":{},"name":"Whirlwind Maul","trait":["Eidolon"],"actions_number":4,"id":"action-764","text":" Whirlwind Maul Two Actions Source Secrets of Magic pg. 61 --- Your eidolon lashes out in all directions. It makes a melee unarmed Strike against up to four enemies within reach. It can choose different unarmed attacks for each enemy. Each attack counts toward your multiple attack penalty, but you don't increase your penalty until the eidolon has made all its attacks.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-764"},{"skill_mod":{},"summary":"Several of your thorns break off and hook into your attacker's body. You deal 1d8 piercing damage to the triggering creature. It attempts a basic …","primary_source":"Impossible Lands","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"You're hit with an unarmed Strike or a Strike with a non- reach melee weapon.","type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1449","frequency":"once per day","weakness":{},"name":"Wicked Thorns","actions_number":1,"id":"action-1449","text":" Wicked Thorns Reaction Source Impossible Lands pg. 36 Frequency once per day Trigger You're hit with an unarmed Strike or a Strike with a non-reach melee weapon. --- Several of your thorns break off and hook into your attacker's body. You deal 1d8 piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes 1d4 persistent bleed damage as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8, and the persistent piercing damage increases by 1.","category":"action","actions":"Reaction","rarity":"common","slug":"action-1449"},{"skill_mod":{},"summary":" Nethys note: This camping activity requires that Ekundayo is camping with the PCs (but see Learn from a Companion ). Ekundayo attempts to bolster …","primary_source":"Kingmaker Companion Guide","trait_group":["Kingdom","Mechanics"],"primary_source_category":"Adventure Paths","source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1483","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Wilderness Survival","trait":["Camping","Concentrate","Manipulate"],"id":"action-1483","text":" Wilderness Survival Source Kingmaker Companion Guide pg. 24 --- Nethys note: This camping activity requires that Ekundayo is camping with the PCs (but see Learn from a Companion). Ekundayo attempts to bolster efforts to cook campfire meals or treating illness by gathering herbs from the campsite's environs. Any attempts to Cook a Meal or Treat Disease gain a +1 item bonus during this camping session. If the party level is 11 or higher, the bonus increases to +2","category":"action","rarity":"common","slug":"action-1483"},{"skill_mod":{},"summary":"Should foes parry your blade or dodge your bullets? Neither— they should be watching their purse. Make a melee Strike with your combination weapon, …","primary_source":"Impossible Lands","trait_group":["Class"],"primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=1456","weakness":{},"name":"Wind them Up","trait":["Gunslinger"],"actions_number":4,"id":"action-1456","text":" Wind them Up Two Actions Source Impossible Lands pg. 108 --- Should foes parry your blade or dodge your bullets? Neither— they should be watching their purse. Make a melee Strike with your combination weapon, and then attempt a Thievery check with a –5 penalty to Steal from your target; you can't Steal closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to Steal something in this manner. If your Thievery check succeeds, the target is flat-footed against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to Steal.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-1456"},{"skill_mod":{},"summary":"The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack …","primary_source":"Advanced Player's Guide","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=557","weakness":{},"name":"Wing Thrash","actions_number":4,"id":"action-557","text":" Wing Thrash Two Actions Source Advanced Player's Guide pg. 144 --- The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.","category":"action","actions":"Two Actions","rarity":"common","slug":"action-557"},{"skill_mod":{},"summary":"The urchinpad makes another tendril Strike against the same target. If this Strike hits, the target is also grabbed , as if the urchinpad had …","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=2977","weakness":{},"name":"Wrapping Tendrils","actions_number":2,"id":"action-2977","text":" Wrapping Tendrils Single Action Source Tian Xia Character Guide pg. 123 --- The urchinpad makes another tendril Strike against the same target. If this Strike hits, the target is also grabbed, as if the urchinpad had successfully Grappled the target.","category":"action","actions":"Single Action","rarity":"common","slug":"action-2977"},{"skill_mod":{},"summary":"Your eidolon gathers the power of the mightiest wyrms to make its magical breath even more spectacular. If your eidolon's next action is to use …","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Action","resistance":{},"speed":{},"url":"/Actions.aspx?ID=769","frequency":"once per minute","weakness":{},"name":"Wyrm's Breath","trait":["Concentrate","Eidolon"],"actions_number":0,"id":"action-769","text":" Wyrm's Breath Free Action Source Secrets of Magic pg. 64 Frequency once per minute --- Your eidolon gathers the power of the mightiest wyrms to make its magical breath even more spectacular. If your eidolon's next action is to use Breath Weapon, both the number of damage dice and area of the Breath Weapon are doubled.","category":"action","actions":"Free Action","rarity":"common","slug":"action-769"}]
\ No newline at end of file
diff --git a/scripts/fetch_pf2e.ts b/scripts/fetch_pf2e.ts
index 0541ee1..46259a6 100644
--- a/scripts/fetch_pf2e.ts
+++ b/scripts/fetch_pf2e.ts
@@ -95,12 +95,36 @@ function normalize(src: Record): Record {
return out;
}
+/**
+ * The AoN `action` index is polluted with action-trait fragments (names like
+ * "(concentrate)", "envision", "command") and the same basic actions repeated
+ * once per source. Keep only real Title-Cased action names and dedupe by name,
+ * preferring the entry with the most complete text.
+ */
+function isRealAction(x: Record): boolean {
+ const n = String(x.name ?? '').trim();
+ return n !== '' && /^[A-Z0-9"]/.test(n) && !n.startsWith('(');
+}
+function dedupeByName(list: Record[]): Record[] {
+ const best = new Map>();
+ for (const x of list) {
+ const k = String(x.name);
+ const cur = best.get(k);
+ if (!cur || String(x.text ?? '').length > String(cur.text ?? '').length) best.set(k, x);
+ }
+ return [...best.values()].sort((a, b) => String(a.name).localeCompare(String(b.name)));
+}
+function postProcess(category: string, list: Record[]): Record[] {
+ if (category === 'action') return dedupeByName(list.filter(isRealAction));
+ return list;
+}
+
async function main() {
await mkdir(OUT_DIR, { recursive: true });
const index: { category: string; file: string; count: number }[] = [];
for (const [category, file] of Object.entries(CATEGORIES)) {
- const entries = await fetchCategory(category);
+ const entries = postProcess(category, await fetchCategory(category));
const path = join(OUT_DIR, `${file}.json`);
await writeFile(path, JSON.stringify(entries));
index.push({ category, file, count: entries.length });
diff --git a/src/features/compendium/details.tsx b/src/features/compendium/details.tsx
index 6f95710..4a03a88 100644
--- a/src/features/compendium/details.tsx
+++ b/src/features/compendium/details.tsx
@@ -132,7 +132,9 @@ export function Pf2eDetail({ entry }: { entry: CompendiumEntry }) {
['Damage', entry.damage],
['Source', entry.source],
];
- const shown = facts.filter(([, v]) => v !== undefined && v !== null && v !== '');
+ const shown = facts.filter(
+ ([k, v]) => v !== undefined && v !== null && v !== '' && !(k === 'Rarity' && v === 'common'),
+ );
const text = (entry.text as string | undefined) ?? (entry.summary as string | undefined) ?? '';
return (
diff --git a/src/features/compendium/registry.tsx b/src/features/compendium/registry.tsx
index 439691c..3a9c9c2 100644
--- a/src/features/compendium/registry.tsx
+++ b/src/features/compendium/registry.tsx
@@ -110,10 +110,20 @@ const levelMax = (): FilterDef => ({
function pf2eMeta(e: Entry): string {
if (typeof e.level === 'number') return `Lvl ${e.level}`;
- if (e.rarity) return String(e.rarity);
- return '';
+ // action cost is the meaningful label for actions/activities
+ if (e.actions) return String(e.actions);
+ const rarity = e.rarity ? String(e.rarity) : '';
+ return rarity && rarity !== 'common' ? rarity : '';
}
+const actionCostFilter = (): FilterDef => ({
+ key: 'actions',
+ label: 'Action cost',
+ kind: 'eq',
+ get: (e) => e.actions as string | undefined,
+ options: (d) => distinctStrings(d, (e) => e.actions),
+});
+
function pf2eCategory(id: string, label: string, file: string, opts: { level?: boolean; linkAs?: 'spell' | 'item' } = {}): CategoryDef {
const filters: FilterDef[] = [traitFilter(), rarityFilter()];
if (opts.level !== false) filters.unshift(levelMin(), levelMax());
@@ -229,7 +239,10 @@ export const CATEGORIES: CategoryDef[] = [
pf2eCategory('heritages', 'Heritages', 'heritages', { level: false }),
pf2eCategory('backgrounds', 'Backgrounds', 'backgrounds', { level: false }),
pf2eCategory('archetypes', 'Archetypes', 'archetypes', { level: false }),
- pf2eCategory('actions', 'Actions', 'actions', { level: false }),
+ {
+ ...pf2eCategory('actions', 'Actions', 'actions', { level: false }),
+ filters: [actionCostFilter(), traitFilter()],
+ },
pf2eCategory('conditions', 'Conditions', 'conditions', { level: false }),
pf2eCategory('deities', 'Deities', 'deities', { level: false }),
];