β‘ Actions Compendium
Combat actions, standard reactions, skill activities, and special maneuvers.
304 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 β² A-Z | Category β | AP Cost / Time β | Check β | Description | Action |
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| Predict Weather | General | 1 min | d20! + Survival skill + Wis mod vs. DC |
You try to predict the weather.
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| Psi Cannibalization | Other Supernatural | 4 AP | β |
You can recover PP at the expense of your own health. You recover 2 PP per point of persistent ability damage to each of...
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| Psionic Dodge | Defense | 0 AP | β |
Psionic Dodge: You can spend 3 PP to gain a +2 dodge bonus to DeC for 1 round.
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| Psionic Flanking | Special Attack | 0 AP | β |
Psionic Flanking: You can spend 3 PP to gain a +4 flanking bonus against an opponent for 1 round. Note that this does no...
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| Psionic Power Attack | Special Attack | As per attack + 3 AP | β |
Psionic Power Attack: When you are about to make a weapon attack (with a natural, melee, or ranged weapon), you can choo...
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| Psychic Strike | Other Supernatural | 5 AP | (d20! + Soulknife skill + Wis mod + MAM) |
You infuse a manifested mind blade with additional energy. On the next successful strike, the mind blade causes 1d6 PP o...
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| Quivering Palm | Other Supernatural | As per attack + 5 AP (once/r) | (Natural weapon attack vs. DeC) + (d20! + Ki - Offense skill + Wis mod + MAM vs. Fort) |
You try to set up potentially lethal vibrations in the victim's body.\nA creature can't be affected by more than one qui...
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| Rally Troops | General | 5 AP | d20! + Warfare skill + Cha mod vs. DC |
You try to rally your allies and help them recover from failed morale checks and other [Fear] effects.
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| Ranged Attack | Ranged Attack | 8 + weapon's size mod AP (minimum 5 AP) | d20! + Dex mod + size mod + range mod + weapon skill + skill mod + PAM + other mods vs. DeC |
You make a normal attack with a ranged weapon against an opponent within range.
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| Ranged Coup de Grace | Ranged Attack | 12 + weapon's size mod AP (minimum 9 AP) | Ranged attack roll + 20 vs. DeC |
You use a projectile weapon to deliver a coup de grace against a helpless defender.
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| Ranged Disarm | Ranged Attack | 8 + weapon's size mod AP (minimum 5 AP) | Ranged attack roll vs. DeC + weapon's size mod |
You try to knock your opponent's weapon, shield, wand, or other exposed item out of his hands.
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| Ranged Grapple | Other Supernatural | 10 + size mod AP (minimum 7 AP) | Initiate Grapple attack vs. DeC |
You try to pull the target into your square and start grappling with it.\nIf you successfully initiate a grapple with a...
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| Ranged Legerdemain | Other Supernatural | As per Thievery action | As per Thievery action |
You can use telekinesis to perform any Thievery action at a distance of up to 6 squares.
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| Ranged Punch | Other Supernatural | As per attack + 2 AP | Natural weapon attack vs. DeC |
You use your ki to throw punches and kicks as ranged attacks.
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| Ranged Sunder | Ranged Attack | 8 + weapon's size mod AP (minimum 5 AP) | Ranged attack roll vs. DeC + item's size mod |
You try to damage or destroy an opponent's weapon, shield, or other object. This action does not work against worn armor...
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