β‘ Actions Compendium
Combat actions, standard reactions, skill activities, and special maneuvers.
56 Total Actions
β‘ Action System & Check Format
Actions define activities characters can perform in and out of combat encounters:
Check
The d20 check required to execute the action, combining relevant ability modifiers, skill ranks, and situational factors.
Action Time & AP
The Action Point (AP) cost required. Standard turns provide AP to allocate between movement, attacks, and defense reactions.
Implements & Range
Equipment, tools, or somatic faculties required, along with tactical range and target areas.
AP Boosts
Extra Action Points spent during execution to enhance check bonuses, damage, duration, or tactical effects.
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| Action Name βΌ Z-A | Category β | AP Cost / Time β | Check β | Description | Action |
|---|---|---|---|---|---|
| Use Rope | General | Var | d20! + Survival skill + Dex mod + MAM vs. DC |
You try to tie a special knot, splice ropes, or tie up a prisoner.
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| Treat Poison | General | Full round | d20! + Healing skill + Wis mod + MAM vs. DC |
You try to treat a poisoned creature.
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| Treat Patient | General | 1 day (25% time) | d20! + Healing skill + Wis mod vs. DC |
You treat your patients with great care and try to aid their recuperation.
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| Treat Mental Condition | General | 1 h | d20! + Psychology (Psychoanalysis) skill + Wis mod vs. DC |
You try to help a creature recover from mental conditions.
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| Treat Disease | General | 10 min | d20! + Healing skill + Wis mod vs. DC |
You help a creature recover from a disease.
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| Treat Condition | General | Full round | d20! + Healing skill + Wis mod + MAM vs. DC |
You try to help a creature recover from a debilitating condition. See the Difficulties for a list of treatable condition...
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| Train Animal | General | Var (25% time) | d20! + Animal Empathy skill + Cha mod vs. DC |
You train an animal for a specific purpose or teach it a new trick.
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| Tell Time | General | 0 AP | d20! + Survival skill + Wis mod vs. DC |
You either estimate the time of day or how much time has passed since a certain point.
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| Tailing | General | Var | Hide check vs. opposing Spot check |
You try to follow someone by keeping them in sight while remaining unseen. The frequency of checks depends on the distan...
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| Survive Weather | General | 1 day (50% time) | d20! + Survival skill + Wis mod vs. DC |
You protect yourself (and others) against severe weather effects.
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| Spot | General | Passive or 2 AP | d20! + Perception skill + Wis mod vs. DC or opposing Stealth (Hide) or opposing Perform (Disguise) |
You notice things that are hidden or out of place, either passively or actively. If the DM so chooses, treat all passive...
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| Speak | General | 0 AP | β |
You can say anything that can normally be said in a few seconds.
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| Smell | General | Passive or 2 AP | d20! + Perception skill + Wis mod vs. DC |
You sniff the air for something, either passively or actively. If the DM so chooses, treat all passive checks as "Take 1...
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| Sense Scrying | General | Passive or 2 AP | d20! + Perception skill + Int mod vs. DC |
You try to detect a nearby scrying sensor, either passively or actively. If the DM so chooses, treat all passive checks...
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| Sense Danger | General | Passive | d20! + Danger Sense skill + Wis mod + MAM vs. opposing skill |
Even if you fail or are unable to detect enemies with your normal senses, this "sixth sense" can warn you that something...
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