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NilsBriggen 1c87b0e3aa Fix PF2e actions: dedupe junk, show action cost, add cost filter
The AoN action index was polluted with ~2,300 trait-fragment entries
('(concentrate)', 'envision', 'command'...) and the same basic actions repeated
per source. Filter to real Title-cased names and dedupe by name (keep richest):
3,950 -> 646 real actions (also cleaned in the live data file, 3.9M -> 859K).

- pf2eMeta now shows action cost (Single Action/Reaction/...) instead of 'common'
- Added an Action cost filter to the Actions category
- Hide noisy 'common' rarity in PF2e detail facts
- Scraper postProcess() makes future fetches clean too

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 01:10:00 +02:00

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[{"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 philosophers 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 creatures unique abilities for 1 hour. This could grant one of several abilities such as a dragons 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 creatures DC. The mutagen grants only abilities based on a creatures 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 youve 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 GMs 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); <b>Research</b> 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); <b>Research</b> 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 cant 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 doesnt 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 doesnt 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 forges 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 youre using to focus your magical potential on the receptacle; the DC for this check depends on the type of forge (lesser, moderate, or greater) youre 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 birds …","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 birds 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 its 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 prisms first activation. For instance, if you set the prism to “good,” one creature would have all the original creatures good aspects and the other would be the original creatures 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 shields 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 shields 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 cant 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 youre trying to sneak past guards or lending you the seeming of a pauper if youre 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 wont. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You cant 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 youve 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. Youre 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. Youre 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 books 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 forges 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 forges 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 forges 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 forges workspace. Attempt a Crafting check with a DC determined by the forges 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 its 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 its 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); <b>Research</b> 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 shields 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 shields 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 spells 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 its invested by you. If the item requires you to Interact with it, you must be wielding it (if its a held item) or touching it with a free hand (if its 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 its invested by you. If the item requires you to Interact with it, you must be wielding it (if its a held item) or touching it with a free hand (if its 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 youre 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 youre 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 creatures 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 youre trying to stabilize, the creature loses the dying condition (but remains unconscious). If youre trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creatures 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 youre 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 youre a master with the check you attempted, the bonus is +3, and if youre legendary, its +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":"Youre 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 Youre 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 dont 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 its 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 its 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 doesnt count toward your multiple attack penalty, and your multiple attack penalty doesnt 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 &amp; 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 cant 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 youre 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 isnt 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 isnt 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 cant 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 cant 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 cant 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 razors 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 allys 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 bears 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 bears 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":"Youre 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 Youre 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 youre 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 youre already on board, you can instead use this action to disembark into an empty space adjacent to the vehicles 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 vehicles 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 waters 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 dont need to Escape or you cant 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 109: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check.","primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Youve 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 109: Party Treasure by Level. Doubling this amount grants a +2 circumstance bonus to the check. Requirements Youve 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 pigs 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 pigs 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 pigs 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":"Youre in a duel, youre 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 havent 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 havent rolled yet. Requirements Youre in a duel, youre 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 cant 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 cant 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 youre 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 youre on the same plane as your weapon. If youre level 20, you can call to hand your weapon regardless of where its located. If your weapon is wielded by a mythic creature thats 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 dont 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 havent 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 havent 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 thats higher level than you or placed in an area where teleportation magic doesnt 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 109: 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 youre 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 youre 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 &amp; 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 &amp; 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 105: 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 its 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 its particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. Youre 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":"Its 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 Its 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 doesnt 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 werent already, and cant 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 &amp; 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 observers 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 dont 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 dont 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 doesnt 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 &amp; 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 42: 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 enemys 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 dont 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 dont 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 doesnt 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 cant 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 documents handwriting doesnt 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 persons handwriting, you need a sample of that persons 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 observers 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 youre currently in.","primary_source":"Tian Xia Character Guide","primary_source_category":"Lost Omens","source_category":["Lost Omens"],"requirement":"Youre 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 Youre in one of the elemental stances; Effect Stride or Step, and then enter a different elemental stance from the one youre 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 doesnt 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":"Youre in a duel, youre 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 Youre in a duel, youre 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 cant 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 spymasters 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 its in its Defensive Curl takes 2d6 persistent poison damage as one of the kraits heads lashes out from within the shell. While in its shell, the hermit krait cant 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 doesnt happen yet. Instead, youre 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 doesnt happen yet. Instead, youre removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creatures turn. This permanently changes your initiative to the new position. You cant 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 doesnt 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 cant 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 NPCs 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 NPCs 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 NPCs 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 NPCs personal biases, one of the NPCs resistances, or one of the NPCs 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 &amp; 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 dont 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 its 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 &amp; 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 foes 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 barrows 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 barrows edge --- Your blade glows as it absorbs your foes 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 cant 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 vehicles 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 vehicles 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 cant 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 vehicles 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 vehicles 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 tasks level, and your proficiency rank (as listed on Table 42: 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 tasks 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 cant 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 Hells 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 dragonets 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 &amp; 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 dont get free, and you cant 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":"Youre 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 Youre 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 creatures Will save. Critical Success The creature is unaffected, and the curses energy dissipates harmlessly. Success he creature comes to house the maelstroms 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 creatures 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 &amp; 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 items 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 opponents 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 opponents Perception DC. Critical Success You throw your enemys 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 youre 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 &amp; 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 champions 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 champions 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 doesnt …","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 doesnt 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 dont take falling damage. You can use an action to Fly 0 feet to hover in place. If youre airborne at the end of your turn and didnt 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 allys assistance, you can add your level as a proficiency bonus to the associated skill check, even if youre untrained. Additionally, you gain a circumstance bonus to your skill check based on your allys 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 its 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 creatures Shame entry; the DC is the creatures 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 creatures 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 creatures 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 titans 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 titans breaker . This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your additional spirit damage from the ikons immanence increases to 4 plus an extra die of weapon damage. If youre at least 10th level, its increased to 6 spirit damage and two extra dice, and if youre at least 18th level, its 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 partys 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 youre 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 &amp; Gears (Remastered) pg. 110 --- Make a firearm or crossbow Strike. If youre 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 arent cumulative. If you were undetected or unnoticed by any creatures, youre 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 champions 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 champions 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 heads 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 heads 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 Strikes 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 companions 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 companions last action was a successful jaws Strike. --- The Strikes 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 infiltrations 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 infiltrations target. Attempt a normal, hard, or very hard Diplomacy check. Critical Success You gain inside information about the location or group youre 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 youre 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 youre 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 doesnt 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":"Youre 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 youre 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 &amp; Gears pg. 109 Trigger A foe within the first range increment of the onehanded firearm or one-handed crossbow youre wielding critically fails an attack roll against you. Requirements Youre wielding a one-handed firearm or one-handed crossbow. --- You attempt to clear the room by promising a grim fate to anyone who doesnt 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 youre going to be the last thing they see. Critical Success The creature becomes frightened 3. If its lower level than you, its 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 42: 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 tarantulas 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 thruneosauruss 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 thruneosauruss 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 thruneosauruss 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 didnt 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 didnt 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 dont 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 youre 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 youre not trying to imitate a specific individual, at the GMs 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 creatures Perception DC instead. If youre disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person youre imitating, or the GM might roll a secret Deception check even if you arent directly interacting with others. Success You trick the creature into thinking youre the person youre disguised as. You might have to attempt a new check if your behavior changes. Failure The creature can tell youre not who you claim to be. Critical Failure The creature can tell youre 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":" Youre holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if youre wielding a melee weapon, or within 10 feet if youre 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 Youre holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if youre wielding a melee weapon, or within 10 feet if youre 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 NPCs preferences (typically found in the NPCs 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 youre 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 afflictions stage. This saving throw cannot increase your afflictions stage, nor does it change the afflictions 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 cant be concealed while they glow. If a creature is invisible, theyre 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, its 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 isnt 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 isnt 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 its on the ground, it falls prone. Poison Noxious vapors fill the targets 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 alchemists 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 alchemists fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemists fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage. Lesser Alchemists Fire: The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage. Moderate Alchemists Fire: The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage. Greater Alchemists Fire: The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage. Major Alchemists 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; <b>Charges</b> 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 lances 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 lances 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 lances 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 +10foot 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 weapons 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 weapons 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 its 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 creatures 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 creatures 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; <b>Charges</b> 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 allys. 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 &amp; 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 companions 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 companions 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":"Liars Hidden Blade","trait":["Spirit","Transcendence"],"actions_number":2,"id":"action-3022","text":" Liars 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 champions 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 champions 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 its impossible to get anyone to believe them. At the GMs discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize its a lie. This usually happens if the creature discovers enough evidence to counter your statements. Success The target believes your lie. Failure The target doesnt 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 allys 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 allys 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 &amp; 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 boarhounds 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 boarhounds 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 youre attempting to move during your Leap (so youd need to succeed at a DC 20 check to Leap 20 feet). You cant Leap farther than your Speed. If you didnt 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 cant 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 companions 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 companions 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 cant 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":"Youre 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 Youre 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 youre 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 youre 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 youve 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 youve 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 its 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 its 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 &amp; 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 &amp; 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 cant 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 creatures 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 dont trigger reactions. In addition, you dont 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 theyre 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 &amp; 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 foes failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or onehanded crossbow.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","source_category":["Rulebooks"],"requirement":"Youre 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 youre 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 &amp; Gears pg. 109 Trigger A foe within the first range increment of the onehanded firearm or one-handed crossbow youre wielding critically fails an attack roll against you. Requirements Youre wielding a one-handed firearm or one-handed crossbow. --- You punish your foes failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or onehanded 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 isnt 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 isnt 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 creatures 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 cant 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":"Youre 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 Youre 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 youre creating, you are holding or wearing an alchemists 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 youre creating, you are holding or wearing an alchemists 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 &amp; 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 arent 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 arent 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 youre 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 youre 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 cant 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 its 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 &amp; 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":"Youre 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 Youre 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 doesnt 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 doesnt 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 youd 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 &lt;%%32%%&gt; Warfare &lt;%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 enemys 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 enemys 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 &amp; 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, youll 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 thats 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 thats 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 havent 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 havent 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 &amp; 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 werent 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 dont 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 champions 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 champions 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 dont 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 dont 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 its 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 its 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 vehicles 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 vehicles collision damage (basic Reflex save at vehicles 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 youre 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 creatures 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 dont know its exact intentions or what magic might be affecting it. Failure You detect what a deceptive creature wants you to believe. If theyre not being deceptive, you believe theyre behaving normally. Critical Failure You get a false sense of the creatures 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":"Youre in a duel, youre 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 havent 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 havent rolled yet. Requirements Youre in a duel, youre 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 doesnt 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 cant 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 cant 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 eidolons 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 eidolons 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 areas 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 areas effect, you dont 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 &amp; 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 youre undetected by a creature and its impossible for that creature to observe you (for a typical creature, this includes when youre invisible, the observer is blinded, or youre in darkness and the creature cant 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 youre moving, the bonus increase from Taking Cover doesnt apply. You dont 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 Youre 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. Youre hidden from the creature throughout your movement and remain so. Critical Failure Youre spotted! Youre observed by the creature throughout your movement and remain so. If youre invisible and were hidden from the creature, instead of being observed youre 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 elses 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 dont apply the penalty until after youve 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 Strikes 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 cant 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 doesnt 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 targets 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 weapons reach, even though the spells 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 targets 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 cant 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 doesnt 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 &amp; 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 stomachs 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 stomachs 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 youre 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 branchs 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 types 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 types 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 cant 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 youre 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 havent 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 dont 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 youre 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 enemys grip. It automatically Escapes and can Step . It then cant 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 enemys grip. It automatically Escapes and can Step. It then cant 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 vehicles …","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 vehicles 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 companions 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 companions 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 109: 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 targets 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 doesnt 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 shotalashus 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 105. 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 &amp; 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 &amp; 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 doesnt have the exploration trait, but you might need to roll more often because youre 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 youre already following. Failure You lose the trail but can try again after a 1-hour delay. Critical Failure You lose the trail and cant 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 deserts 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 diseases 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 diseases DC. After you attempt to Treat a Disease for a creature, you cant try again until after that creatures 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 poisons 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 poisons DC. After you attempt to Treat a Poison for a creature, you cant 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 patients poison or disease, they cant 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 youre an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if youre a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if youre 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 targets 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 cant 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 cant be more than one size larger than you. --- You try to knock a creature to the ground. Attempt an Athletics check against the targets 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 enemys 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 enemys space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you dont 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 its 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 doesnt 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 doesnt get a critical success --- After your foe has tried their best, you show everyone how its 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 &amp; 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 cant be flanked. If youre 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"}]