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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| Attune to Power Pool | Other Supernatural | 10 min | d20! + Spellcraft skill + Int mod vs. 10 + pool's PL |
You attune yourself to an external power pool. As long as the pool is within 1 sq, you can use its PP to power your own...
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| Autopsy | General | 10 min | d20! + Healing skill + Wis mod vs. DC |
You investigate a corpse and try to determine the cause of death.
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| Avoid Getting Lost | General | Part of move | d20! + Survival skill + Wis mod vs. DC |
You try to avoid getting lost. Frequency of checks varies with the terrain.\nThis action can also improve wilderness tra...
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| Bait Opponent | General | 3 AP | d20! + Warfare skill + Wis mod vs. opposing Warfare or Combat Instincts skill check |
You use your positioning and stance to bait opponents into attacking you rather than other targets.
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| Become Incorporeal | Other Supernatural | 6 AP | (d20! + Metamorphosis - Incorporeal skill + Wis mod + MAM) |
You become incorporeal (see special abilities) and can remain so as long as you pay the PP cost. You also gain a fly spe...
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| Bind Wounds | General | Full round | d20! + Healing skill + Wis mod + MAM vs. DC |
You try to bind a creature's wounds in order to avoid infection and staunch bleeding.\nYou can also treat caltrop wounds...
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| Blinding 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 eyes, blinding him.
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| Bluff | Social | Var | d20! + Psychology (Influence) skill + Cha mod vs. opposing Psychology (Call Bluff) |
Bluffing actually covers many different but similar actions, including lying, fast-talking, acting, conning, misleading,...
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| Bolt of Fire | Other Supernatural | (5 + PP cost) AP | d20! + Ray Attacks skill + Dex mod + MAM vs. DeC |
You fire a bolt of magical fire at a target within range.
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| Break Barrier | Brawling Attack | 8 + size mod AP | d20! + Weapons - Brawling skill + Str mod + grapple size mod + PAM vs. DC |
You try to break down a door or similar barrier.
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| Breath Weapon | Other Supernatural | 6 AP (once/r) | d20! + Area Attacks skill + Dex mod + PAM vs. Ref |
You expel a line or cone of the appropriate energy type through your mouth.
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| Build Fire | General | 1 h + 10 min | d20! + Survival skill + Wis mod vs. DC |
You use this action to find fuel for a fire and then start it.
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| Bull Rush | Brawling Attack | 8 + size mod AP (minimum 5 AP) | d20! + Str mod + grapple size mod + (Weapons - Brawling skill) + PAM vs. opposed d20! + Str mod + grapple size mod + (Weapons - Brawling skill) + PAM |
You try to rush an opponent and push him back.\nYou first move into your target's square (paying MP and provoking attack...
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| Call Animal Companion | Other Supernatural | 24 h | Automatic (if the environment is appropriate) |
You meditate and perform a ritual that attracts a new animal companion.
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| Call Bluff | Social | Passive | d20! + Psychology (Insight) skill + Wis mod vs. opposing Psychology (Bluff) |
You try to see through lies, doubletalk, bluffs, conning attempts, etc.
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