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⚑ Actions Compendium

Combat actions, standard reactions, skill activities, and special maneuvers.

56 Total Actions
⚑ 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 β–² A-Z Category ↕ AP Cost / Time ↕ Check ↕ Description Action
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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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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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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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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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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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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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 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 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 Poison General Full round d20! + Healing skill + Wis mod + MAM vs. DC
You try to treat a poisoned creature.
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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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