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⚑ Actions Compendium

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

304 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–Ό Z-A Category ↕ AP Cost / Time ↕ Check ↕ Description Action
Silencing Strike Other Supernatural As per attack (Natural/monk weapon attack vs. DeC) + (d20! + Ki - Study of Fire + Wis mod + MAM vs. Fort)
You try to strike at an opponent's speech organs, silencing him.
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Sheathe Weapon Equipment 2 AP β€”
You can sheathe a maximum of one weapon per available hand. The same action can be used to sheathe other items, such as...
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Shadow Jump Other Supernatural 6 AP d20! + Shadow Weave Affinity skill or Shadowdancing skill + Int mod + MAM vs. DC
You transport yourself (and your carried belongings) instantly from one shadow to another within range.
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Shadow Illusion Other Supernatural 9 AP d20! + Body & Mind skill + Int mod + MAM vs. Will
You use surrounding shadows to create a purely visual illusion of an object, creature, or force. The illusion can be mov...
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Shadow Cloak Special Creature 6 AP β€”
You wrap yourself in a cloak of magical darkness that grants concealment in normal light and good concealment in dim lig...
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Set Weapon Melee Attack Var + Reaction As per melee attack
You use a "ready action" to set a suitable melee weapon in preparation for an enemy charge.
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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 Motive Social Passive or 1+ min d20! + Psychology (Insight) skill + Wis mod vs. opposing Psychology or DC
You try to analyze the target's behavior and emotions, discern hidden messages, or determine if someone is under magical...
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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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Seeker Arrow Other Supernatural As per attack Normal attack roll vs. DeC
You enchant an arrow so that it seeks out its target. If the enemy is within range, the arrow will move around corners (...
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Seduce Social 1 h d20! + Psychology (Influence) skill + Cha mod vs. opposing Psychology (Sense Motive)
You try to convince the target to become romantically involved with you.
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Search General 1 r per square d20! + Perception skill + Int mod vs. DC
You look for hidden features and small details, typically using both vision and your sense of touch. Typical features in...
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Scry on Psicrystal Other Supernatural 1 h d20! + Psicrystal skill + Wis mod vs. DC
You try to scry on your psicrystal.
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Scry on Familiar Other Supernatural 1 h d20! + Familiar skill + Wis mod vs. DC
You try to scry on your familiar.
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Sabotage General Var d20! + Thievery skill + Int mod + PAM vs. DC
You try to disarm a trap, jam a lock, rig a wheel, or sabotage some other device.
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