This page lists all basic actions that can be done practically during the combat phase.
You abandon a long action you were in the middle of. The GM decides whether you receive the effects of failing that action or not. You regain any frames that would have been spent on the task after you abandon it.
You attempt to cast a cantrip as part of another action you're about to perform. Casting a cantrip takes place during that action and doesn't add any frames to its length.
Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable.
Casting a cantrip is trivial if its level is equal to or lower than your skill level in its form of magic. For higher-leveled cantrips, the difficulty increases by 5 for each level higher than you.
Success: | You successfully cast the spell on your intended target. |
Critical Success: | You successfully cast the spell, and it becomes amplified to the next-highest order. |
Failure: | The spell may have no effect, fail to reach its target, or cause minor unintended effects determined by the GM. |
Critical Failure: | The spell has a major unintended effect determined by the GM. |
You drop one or more items in your hands.
You drop prone.
You end the effects of an Ephemeral spell.
If you're controlling more than one such spell, you choose which one to end.
You attempt to grab hold of a ledge, rope, or other handhold to prevent yourself from falling. Make a Reflex save. The GM decides the difficulty based on the reason you fell and the size of the handhold.
If you're forced off an edge and begin falling, you stop being preoccupied and can always attempt this save unless you're otherwise incapacitated.
Each turn you hang from a handhold after using this action, you must make a Pull Up (Strength) check.
Assistance: Helpers make a Strength check.
Success: | You grab a handhold and hold on. |
Failure: | You fall. |
You attempt to block an incoming attack using an object as a shield. Make a Block (Defense) check against the assailant's Attack roll.
Your Passive Agility contests attack rolls normally. When you block, the outcome of the check replaces that value, regardless of which is higher.
Using a melee weapon to block is called a Parry. When parrying, add your One-Handed or Two-Handed skill modifier to this check, plus the Parry specialty if applicable. Any object that doesn't have a shield rating, including melee weapons, always takes a Durability check on a successful block.
Success: | The attack hits your shield. The attacker determines how much damage is dealt to the shield; if the attack causes the shield to break, you are staggered for one frame. |
Critical Success: | The attack hits your shield but doesn't damage it, and becomes a critical failure. |
Failure: | The attack hits you normally. |
Critical Failure: | The attack becomes a critical hit. |
You attack your target with a forceful swinging motion, aiming for the largest impact and inflicting Bludgeoning damage. Use a hatchet, mace, war axe, or improvised bludgeoning light weapon.
Make a Bludgeon (One-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.
Success: | The target takes Bludgeoning damage equal to your weapon's damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. A critical hit on a bludgeoning attack might stagger the target. |
Failure: | You miss. |
Critical Failure: | The GM decides the effects. You might injure yourself or an ally, drop your weapon, or hit a solid surface and damage it. |
You deliver a punch, kick, or other physical attack using a part of your body to a target within reach. Make an Athletics check to determine if your attack hits. You may add a specialty to the check depending on the type of attack.
Success: | The target takes Bludgeoning damage equal to 1 plus your Strength modifier. |
Critical Success: | The target takes double the usual amount of damage and is staggered for one frame. |
Failure: | You miss. |
Critical Failure: | You miss, and the momentum of your body causes you to fall prone. |
You attempt to cast a quick spell. Choose the spell you cast, and the level to which you amplify it. Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable.
Casting a spell is trivial if its level is equal or lower than your skill level in its form of magic. For a spell one level higher than you, the difficulty is 10. For each additional level above you, the difficulty increases by 5.
Success: | You successfully cast the spell on your intended target. |
Critical Success: | You successfully cast the spell, and it becomes amplified to the next-highest order. |
Failure: | The spell may have no effect, fail to reach its target, or cause minor unintended effects determined by the GM. |
Critical Failure: | The spell has a major unintended effect determined by the GM. |
Using your hand-eye coordination, you attempt to catch a projectile headed your way. Make a Catch (Marksmanship) check. You may move up to your Speed towards the area where the item lands.
If the item was thrown by a creature, the result of their Throw check becomes the difficulty to catch it. Otherwise, the GM sets the difficulty based on the size of the object, the speed it's travelling, and environmental conditions.
Success: | You catch the object. |
Failure: | You almost catch the object, but fumble and drop it. If the item was thrown as an attack, this counts as a hit. |
Critical Failure: | The object sails through your outstretched hands and hits you squarely in the face or chest. If the thrown item would deal damage, it deals double that damage. |
You use a misleading reaction or trick to distract nearby creatures. If you make this check yourself, you attempt to draw their attention away from you. If you assist or make this check for an ally, you may attempt to draw attention to yourself and away from your ally.
Make a single Create Diversion (Performance) check. In combat, the targets each contest with a Determination save. Out of combat, the targets contest with a Sense Motive (Insight) check.
Assistance: Helpers make a Create Diversion (Performance) check.
Success: | Creatures you succeed against become preoccupied until the start of their next turn, and may switch their focus to the source of the diversion. |
Failure: | Creatures you fail against are unaffected, and gain advantage on any further contests against Create Diversion checks for the duration of the interaction or fight. |
You attempt to grab an attacker's hand and knock a weapon or other item out of their grasp. Choose an item in the hand(s) of a target within reach and make a Disarm (Defense) check. If used as a reaction, this check is against the assailant's Attack roll. Otherwise, the target contests with a Strength check.
Success: | You knock the item out of the target's hands and it lands on the ground within the target's reach. If the target tries to retrieve the object before the start of their next turn, you get an attack of opportunity. |
Critical Success: | You knock the item out of the target's hands and take it from them in a single motion. If you don't have a free hand, treat this as a regular success. |
Failure: | The target maintains their hold on the item. |
Critical Failure: | If the item is a slashing or piercing weapon, you take damage as though you had been hit by its attack. Otherwise, treat this as a regular failure. |
You dive under a low passage, or into water. You must get a running start by moving toward to the spot of your dive in the frame(s) immediately preceding it. Make a Dive (Agility) check. The difficulty is set by the GM based on the size of the distance of the dive and the environment.
Success: | You dive through or into the area without taking damage. |
Failure: | You land improperly. If you dove horizontally, you take Bludgeoning damage equal to your Speed. If you dove vertically, you take half falling damage. |
Critical Failure: | If you dove horizontally, you take Bludgeoning damage equal to your Speed and become Stunned. If you dove vertically, you take full falling damage. |
You attempt to avoid an incoming attack or grapple. Make a Dodge (Agility) check to contest your assailant's Attack roll. As part of your dodhing movement, you may move up to 2 feet in any direction, regardless of whether you succeed.
Your Passive Agility contests attack rolls normally. When you dodge, the outcome of the check replaces that value, regardless of which is higher.
Assistance: Helpers make a Pull To Safety (Reflex) check.
Success: | The attack misses you. |
Critical Success: | The attack becomes a critical miss. |
Failure: | The attack hits you as it would normally. |
Critical Failure: | The attack becomes a critical hit. |
You make a misleading move, confusing your opponent and leaving them unprepared for your real attack. Use this action in combination with any attack. Choose your target and make a Feint (Deception) check. You may choose a second valid target for your false attack (this target typically takes no damage,) or the same target. The target of your real attack contests with a Predict Move (Insight) check as a free reaction. If the target is a player character, the GM makes a secret check for that player.
Success: | The target believes your feint and may react to your false attack. If they do, any dodge or block attempts automatically fail. You gain advantage on your attack roll. |
Critical Success: | The target reacts as they would on a regular success, plus you gain an attack of opportunity against your target. |
Failure: | The target sees through your feint and you attack them normally (you waste the action frame.) |
Critical Failure: | Your attack automatically misses, and the target gains an attack of opportunity against you. |
You use a loud and menacing shout to frighten your enemies into submission. Choose one or more targets within 20 feet of you and make a Shout (Intimidation) check. Each target contests with a Determination save. For each target beyond the first, you take a -2 penalty to your check.
Assistance: Helpers make a Frighten (Intimidation) check.
Success: | Creatures you succeed against become frightened of you for one round. |
Critical Success: | Creatures you critically succeed against become frightened of you for three rounds. |
Failure: | Targets gain advantage on Determination saves against your attempts to frighten them for the remainder of combat. |
Main Page: Grappling
You attempt to grapple a creature within reach (3 feet.) This is a special type of melee attack. Make a Grapple (Athletics) check against the target's Passive Agility, or against the result of another check should the target react.
In order to grapple with both hands, you must not be holding any item with nonzero weight in either hand. If you attempt to grapple with only one hand, you take a -4 circumstance penalty.
Assistance: Helpers make a Grapple (Athletics) check.
Success: | The target becomes Grappled. |
Failure: | Your attack misses and has no effect. |
Critical Failure: | The target gains an attack of opportunity against you. |
You dash quietly into cover to avoid being detected by enemies. This can be done as a reaction while enemies are distracted. Choose a hiding spot within twice your speed and make a Hide (Stealth) check. Any creature that is not already aware of your presence contests this check with their passive perception. Creatures that are already aware of your presence contest with a Seek (Perception) skill check. You automatically fail the check if any unfriendly creature can see you while you hide.
Assistance: Helpers make a Pull To Safety (Reflex) check.
Success: | You move up to twice your speed into your chosen hiding spot and become hidden. The outcome of this check becomes your perception DC. |
Failure: | You move to the targeted location, but one or more creatures notice you and know where you hid. If they were previously unaware of you, they become suspicious and start looking for you. |
Critical Failure: | Enemies you critically fail against immediately know where you are, even if they were totally unaware of you before. |
You jump across a small gap. The maximum distance of a simple jump is your speed minus your size modifier, and the maximum height is 2 feet.
You load a single projectile into a non-magazine-based weapon such as a shotgun or crossbow. You must have at least one unit of a compatible ammunition in your inventory.
Your normal jump distance is your Speed minus your Size modifier (such that a negative Size modifier increases your jump distance.) For longer gaps, you must use a Long Jump.
To Long Jump, you must get a running start by moving at least 6 feet towards the gap in the frame(s) immediately proceeding your jump. This movement is not counted in the frame of the jump itself. Make a Long Jump (Athletics) check, the difficulty of which is set by the GM based on distance and environmental circumstances.
Success: | Your jump distance increases to the desired distance for this action. |
Failure: | You jump your normal maximum distance. |
You pass a held or worn item to a willing teammate within reach.
You pick up an unattended item without attempting to conceal it. You must have at least one free hand.
You attempt to snatch something from another creature without them noticing. The item must be worn but not heavily guarded, such as in a back pocket or a loosely-worn handbag. The item's weight must be zero (negligible) and the creature in possession of it must either be preoccupied or unaware of your presence.
Make a Pickpocket (Sleight of Hand) skill check, contested by a Sense (Perception) check by the creature holding the item. If the creature is not preoccupied, they have advantage. The GM might apply a circumstance bonus or penalty based on where the item is being kept and how easy it is to take. Other observers contest the check with their passive perception or a Perception check depending on whether or not they are actively observing you.
Success: | You take the item, and the target does not notice. Other observers might still notice you if you aren't hidden. |
Failure: | The target notices you before you are able to take the item. The player or the GM determines their response. |
You try to predict an opponent's next move in combat, based on their fighting style and patterns.
Make an Insight skill check. This action is also used to contest attempts at Feinting. If not already done as a reaction, the target contests with a Deception check.
Success: | You're one step ahead of your opponent. If they were feinting, their attempt fails and they attack as they normally would. Otherwise, you gain advantage on reactions to any of their attacks directed at you until the start of your next turn. |
Failure: | You guess incorrectly. If the opponent was feinting, they succeed and you do not know who or how they will attack. Otherwise, you don't know the target's next move and your turn proceeds normally. |
You jump in front of an ally to protect them from an incoming attack. You do not need to have a shield to use this action, but you will be hit by the attack if you don't have one.
Make a Protect Ally (Defense) check against the assailant's Attack roll.
Assistance: Helpers make a Protect Ally (Defense) check.
Success: | You move up to your speed, diving in the direction of the attack, blocking it and landing prone. The attack hits your shield if you have one. If not, it hits you. The opponent determines how much damage is dealt to your shield. |
Critical Success: | The attack hits your shield if you have one, but diesn't damage it. The attack becomes a critical miss. |
Failure: | You dive and land prone, but the attack hits its intended target. |
Critical Failure: | You slip and fall prone at your current location. |
You pull a nearby ally to your location in order to get them out of the way of danger. The target must be within your reach and willing to accept your help. Make a Pull to Safety (Reflex) save. This check may be used as Assistance to an ally's action.
Assistance: Helpers make a Reflex check.
Success: | The target moves to your location. |
Failure: | The target moves half the distance to your location. |
Critical Failure: | You move to the target's location. |
You swap the item or weapon in your hand(s) for a worn item. You choose where the other item is put away (on the ground, in your inventory, or worn if possible.)
You attack someone using your shield. Make a Shield Bash (Defense) check against the target's passive agility or against the outcome of their attack check if you're shield bashing as a reaction.
You may charge towards your target before hitting them. If you move toward your target in the frame immediately preceding your attack, the damage this attack deals increases by your speed.
Shield Bashing is an offensive move and does not prevent an attack from damaging you or allies.
Success: | The target is staggered for one frame and takes Bludgeoning damage equal to the Shield Bash damage of your shield. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage and makes an Endurance save against the outcome of your attack. On a failed save, they drop their weapons. |
Failure: | You miss. |
Critical Failure: | You are staggered for one frame and your shield takes a durability check. |
You fire a loaded projectile weapon at a target within range. Make a Marksmanship skill check, and add any applicable specialties.
Success: | The target takes damage according to the weapon's damage rating and type. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. |
Failure: | You miss, but you don't hit anything else. |
Critical Failure: | You hit something unintended, such as a teammate standing behind the target. |
You attack with a horizontal or vertical swinging motion across the target's body to inflict Slashing damage. Use a knife, dagger, combat knife, shortsword, longsword, or improvised slashing light weapon.
Make a Slash (One-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.
Success: | The target takes Slashing damage equal to your weapon's damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. |
Failure: | You miss. |
Critical Failure: | The GM decides the effects. You might injure yourself or an ally, drop your weapon, or hit a solid surface and damage it. |
You attempt to grab a small, unattended item without being noticed. The item must be within your reach and its weight value must be zero (negligible.)
Make a Snatch (Sleight of Hand) skill check. Nearby creatures that aren't observing you contest this check with their Passive Perception. Creatures that are actively observing you make a Perception check.
Success: | You take the targeted item. Creatures you succeed against don't notice you take it. |
Failure: | You take the targeted item, but any creatures you fail against will notice you take it. The player or the GM determines their response. |
Critical Failure: | Someone notices you immediately, causing you to panic and drop the item. |
You thrust your weapon forward into the target creating a small but deep wound, inflicting Piercing damage. Use a knife, dagger, combat knife, shortsword, longsword, spear, or improvised piercing light weapon.
Make a Stab (One-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.
Success: | The target takes Piercing damage equal to your weapon's damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. A critical hit on a Stab attack might cause the target to bleed. |
Failure: | You miss. |
Critical Failure: | The GM decides the effects. You might injure yourself or an ally, drop your weapon, or hit a solid surface and damage it. |
You stand up from prone.
You attempt to start casting a Sustained spell. Choose the spell you cast, and the level to which you amplify it. Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable.
Casting a spell is trivial if its level is equal or lower than your skill level in its form of magic. For a spell one level higher than you, the difficulty is 10. For each additional level above you, the difficulty increases by 5.
Success: | You successfully begin the spell. It has no effect until you sustain it for the first time. |
Critical Success: | You successfully cast the spell, and it becomes amplified to the next-highest order. |
Failure: | The spell may have no effect, fail to reach its target, or cause minor unintended effects determined by the GM. |
Critical Failure: | The spell has a major unintended effect determined by the GM. |
You continue focusing on a sustained spell.
You must have successfully started the spell at an earlier time, and your concentration must not have been broken since then.
Each time you perform this action, the spell's effects occur. You continue to use the result of the skill check that was made when you started casting the spell.
While Swimming, you dive under water that is at least 3 feet deep. You continue swimming as movement while underwater.
You throw a small item away from you with no specific target in mind. The item must have zero weight. It can be thrown up to a distance of your Strength modifier times 3 feet. You'll need a check to throw the object farther or at a specific target.
You throw a item with the primary goal of hitting a target 4x4 feet or smaller. Make an Accurate Throw (Marksmanship) check to throw a small item up to a distance of your Strength score times 3 feet. To throw farther than this, or if the object has weight, then add your Strength modifier.
The difficulty is set by the GM based on the target's size, distance, the item's weight, and environmental circumstances.
Success: | Your aim is true. Creatures near the area where the item lands may attempt to catch the item as a reaction, using the result of your Marksmanship check as the difficulty. |
Critical Success: | Critical Hit. If the thrown item would deal damage, it deals double that damage. |
Failure: | You miss, but you don't hit anything else. |
Critical Failure: | You hit something unintended, such as a teammate near the target, or you drop the item. |
Tumbling may be an action or a reaction in response to a fall, in order to lessen the fall damage. The difficultyof the Tumble (Agility) check is determined by the GM based on the circumstances and distance fallen. You cannot tumble if you are overencumbered, carrying a grappled creature, or if you can't tell the distance of the fall beforehand.
Success: | Treat falling damage as though you had fallen half the distance you actually fell, and you land upright. |
Critical Success: | You take no falling damage and land upright. |
Failure: | You take normal falling damage and land prone. |
You interact with an object in your hand or the environment, such as a lever, switch, or door.
With a swift motion, you grab onto your target from behind and drive your blade into them, inflicting massive damage. Use a dagger, knife, or combat knife.
In order to perform this attack, the target must be within reach and facing away from you. You have disadvantage unless you are hidden from the target. Once you perform the attack, the target is immediately alerted to your presence regardless of the outcome.
Make a Backstab (One-Handed) check against the target's passive agility.
Success: | A successful backstab is always a critical hit. The target takes Piercing damage equal to twice your weapon's damage rating and falls prone. |
Critical Success: | If the target is less than two sizes larger than you, your inflict lethal damage (the target falls prone and starts dying. Otherwise, treat this as a regular success. |
Failure: | You grab onto the target, but they stop you from stabbing them. |
Critical Failure: | You drop your weapon, and the target gains an attack of opportunity against you. |
You attack your target with a forceful swinging motion, aiming for the largest impact and inflicting Bludgeoning damage. Use a war axe, warhammer, staff, battleaxe, or improvised bludgeoning heavy weapon.
Make a Bludgeon (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.
Success: | The target takes Bludgeoning damage equal to your weapon's normal damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. A critical hit on a bludgeoning attack might stagger the target. |
Failure: | You miss. |
You attempt to cast a standard spell. Choose the spell you cast, and the level to which you amplify it. Make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable.
Casting a spell is trivial if its level is equal or lower than your skill level in its form of magic. For a spell one level higher than you, the difficulty is 10. For each additional level above you, the difficulty increases by 5.
Success: | You successfully cast the spell on your intended target. |
Critical Success: | You successfully cast the spell, and it becomes amplified to the next-highest order. |
Failure: | The spell may have no effect, fail to reach its target, or cause minor unintended effects determined by the GM. |
Critical Failure: | The spell has a major unintended effect determined by the GM. |
You try to get a "gut feeling" about a situation, in order to decide how best to proceed. You may use this action during any game phase, and it may be called for to contest certain social checks such as persuasion.
The GM decides the difficulty of this check if not used to contest, as well as what information you obtain.
You use an attacker's momemtum against them, performing a defensive counter attack to turn physical damage back on the attacker. This may take the form of a martial arts-style tackle, or simply tripping the opponent.
Make a Counter (Defense) check against the target's Attack roll. The target must be attempting some form of melee attack. If they are using a slashing weapon, you take a -5 penalty. If you don't have both hands free, you take a further -5 penalty.
Success: | The target is knocked prone and takes Bludgeoning damage equal to half the amount their attack would deal. |
Critical Success: | The target is knocked prone, stunned, and takes Bludgeoning damage equal to the amount the attack would deal. |
Failure: | The attack hits you normally. |
Critical Failure: | The attack becomes a critical hit. |
You enter the nearest seat of a vehicle within your reach.
No check is required if the vehicle is stationary. If the vehicle is moving, make a Strength check. The difficulty depends on the speed of the vehicle and the presence of any handholds.
Success: | You hold on an enter the vehicle successfully. |
Failure: | You remain where you were as the vehicle passes by. |
Critical Failure: | You grab on but fail to keep hold, causing you to be knocked prone and possibly dragged behind the |
Main Page: Grappling
You attempt to escape from being grappled. Make an Escape (Agility) OR Escape (Strength) check against the grappler's Athletics check.
Assistance: Helpers make a Strength check.
Success: | The Grappled status effect is cleared. |
Critical Success: | You escape from the grapple and gain one bonus frame. |
Failure: | You remain Grappled. |
Critical Failure: | You remain Grappled and you take bludgeoning damage equal to 1d6 plus the grappler's Size modifier as you injure yourself in your attempt to escape. |
You attempt to escape from restraints, such as handcuffs. Make an Escape (Agility) OR Escape (Strength) check. The difficulty is determined by the type and condition of the restraints.
Assistance: Helpers make a Strength check.
Success: | The Restrained status effect is cleared. |
Critical Success: | You escape from the restraints and gain one bonus frame. |
Failure: | You remain restrained. |
Critical Failure: | You injure yourself in your failed attempt to escape, taking 1d4 Bludgeoning damage. |
You exit a vehicle onto the nearest surface.
No check is required if the vehicle is stationary. To exit a moving vehicle, make a Tumble (Agility) check.
Success: | You take fall damage as though you had fallen 10 feet, and you land prone. |
Critical Success: | You take no falling damage. |
Failure: | You take fall damage as though you had fallen a distance equal to half the vehicle's speed, and you land prone. |
Critical Failure: | You collide with a stationary object as you jump out. You take fall damage as though you had fallen a distance equal to the vehicle's speed. |
The maximum height of a normal jump is 2 feet. To High Jump, make a difficulty20 Athletics check.
Success: | Your jump height increases to 3 feet plus your Strength modifier for this action. |
Failure: | You jump the normal maximum height. |
You use your sheer strength to pick up an object heavier than your maximum carry weight. You must not already be overencumbered, and you must have both hands free. The difficulty of your Lift (Strength) check is set by the GM based on the size and weight of the object itself.
Assistance: Helpers make a Lift (Strength) check.
Success: | You are able to lift the object with both hands. You may carry it for up to three frames while moving at half speed. You are preoccupied while doing so. After three frames you must attempt another check to continue carrying the item. You take a -3 penalty for each successive Lift check. |
Critical Success: | You lift the object with one hand, and may move at normal speed while carrying it. |
Failure: | You are unable to lift the item, or if you were already carrying it, you must set it down. |
Critical Failure: | If you were carrying the item, you drop it. Make a DC 15 Reflex save. If you fail, you take 1 Strength damage as the object lands on your foot. |
You try to avoid an obstacle or maneuver your vehicle through a difficult area. Make a Maneuver (Reflex) check. The difficulty depends on the type of obstacle, and terrain and environmental circumstances.
Success: | You avoid the obstacle and take no damage. |
Failure: | You swerve and briefly lose control of the vehicle. The GM decides the detailed outcome. |
Critical Failure: | You crash the vehicle into the obstacle or another passing vehicle. The GM decides the detailed outcome. |
You attack with a horizontal or vertical swinging motion across the target's body to inflict Slashing damage. Use a longsword, greatsword, katana, or improvised slashing heavy weapon.
Make a Slash (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.
Success: | The target takes Slashing damage equal to your weapon's normal damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. |
Failure: | You miss. |
You thrust your weapon forward into the target creating a small but deep wound, inflicting Piercing damage. Use a spear, longsword, greatsword, bayonet, staff, or improvised piercing heavy weapon.
Make a Stab (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.
Success: | The target takes Piercing damage equal to your weapon's normal damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. A critical hit on a Stab attack might cause the target to bleed. |
Failure: | You miss. |
You attempt to rescusitate someone who is gravely wounded. To do so, you must be within reach of a creature that is dying. Make a difficulty15 Stabilize (Medicine) check. The GM adds the dying creature's Constitution modifier to the result of this check.
Assistance: Helpers make a Stabilize (Medicine) check.
Success: | The target stabilizes and gains hit points equal to the margin of success on your skill check, but no less than 1. |
Critical Success: | The target stabilizes and gains twice the usual amount of hit points. |
Failure: | Your attempt has no effect. |
Critical Failure: | The target loses half of their remaining life points, rounded up. |
You can throw items of zero (negligible) weight up to your Strength modifier times 3 feet. To throw something heavier or a longer distance, attempt a Long Throw (Athletics) check. If you are aiming for a target area smaller than 4x4 feet, add your Marksmanship modifier.
The difficulty is set by the GM based on the weight of the object and the distance of the throw.
Success: | Your throw distance increases to the desired amount. |
Failure: | You come up slightly short (less than 10 feet.) |
Critical Failure: | You throw the item normally, and pull a muscle in your arm causing 1 Strength damage. |
You begin casting a Charged spell. Choose the spell you cast, and the level to which you amplify it. Starting this action ends your turn, and you become preoccupied.
At the beginning of your next turn, if your concentration wasn't broken, make a Spellcasting skill check using the spell's form of magic, and add your Specialty for its school of magic if applicable.
Casting a spell is trivial if its level is equal or lower than your skill level in its form of magic. For a spell one level higher than you, the difficulty is 10. For each additional level above you, the difficulty increases by 5.
Success: | You successfully cast the spell on your intended target. |
Critical Success: | You successfully cast the spell, and it becomes amplified to the next-highest order. |
Failure: | The spell may have no effect, fail to reach its target, or cause minor unintended effects determined by the GM. |
Critical Failure: | The spell has a major unintended effect determined by the GM. |
You take a moment to line up and make a devastating slashing attack across your target's body. Use any heavy weapon capable of a Slash attack. Make a Slash (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts. Add the Power Attack specialty if applicable.
Success: | The target takes Slashing damage equal to your weapon's Power Attack damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage, falls prone, and gets the Bleeding 3 status. |
Failure: | You miss, and the momentum of your attack staggers you for one frame. |
You draw your weapon as far back as it will go. The bow must be loaded and held in both hands.
Make a Strength check. Holding a drawn weapon requires concentration. If your concentration is broken, you may drop the projectile or fire it unexpectedly.
Success: | You draw your bow to full power. |
Failure: | You draw to half-power instead. |
Critical Failure: | The string slips out of your grip, causing the bow to fire unexpectedly in the direction you're facing at half power. |
You attempt to forcefully open a locked or barricaded door or container. The difficulty of your Force Open (Strength) check is set by the GM based on the targeted object.
Assistance: Helpers make a Force Open (Strength) check.
Success: | The passage is forced open. |
Failure: | The passage does not open, but seems to have taken damage. You may attempt to force it again with a +3 bonus. |
Critical Failure: | The door doesn't budge. You take Bludgeoning damage equal to 1d6 plus your Size modifier. |
You quickly apply bandages to provide a small amount of healing to a wounded ally until you can get them to safety and proper medical attention. This action cannot treat injuries, life point loss, or ability score damage.
You must be within reach of a willing target (or be targeting yourself) to administer first aid, and you must have a roll of bandages or something to improvise bandages with. Make a First Aid (Medicine) check with difficulty 15. You and your target are preoccupied while first aid is in progress.
Assistance: Helpers make a First Aid (Medicine) check.
Success: | The target regains 1d8 hit points and stops Bleeding. |
Critical Success: | The target regains double the usual amount of hit points. |
Failure: | Your attempt has no effect. |
You charge your target and attempt to run them through with the point of your weapon. Use any heavy weapon capable of a Stab attack.
In order to perform this attack, you must move at least 3 feet towards the target as part of the action. Make a Slash (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts. Add the Power Attack specialty if applicable.
Success: | The target takes Piercing damage equal to your weapon's Power Attack damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. Your weapon fully penetrates through the target's body, they fall prone and become incapacitated until the end of their next turn. |
Failure: | You miss, and the momentum of your attack staggers you for one frame. |
You attempt to pull yourself up to safety while hanging off of an edge or handhold. Make a Pull Up (Strength) check. If you're overencumbered, you take a -10 penalty unless you're being assisted. The GM decides the difficulty based on the presence of footholds, and the environmental conditions.
Assistance: Helpers make a Lift (Strength) check.
Success: | You pull yourself up to solid ground and end up prone. |
Critical Success: | You pull yourself to solid ground and stand upright as a single action. |
Failure: | You remain hanging from the edge, and the difficulty of the next Pull Up (Strength) check you make increases by 2. This effect resets when you leave the edge. |
Critical Failure: | You lose your grip and fall. |
You reload a weapon that uses an ammunition magazine, such as a pistol. You must have at least one unit of a compatible ammunition in your inventory.
You swap the item or weapon in your hand(s) for an item from your inventory. You choose where the other item is put away (on the ground, in your inventory, or worn if possible.)
You search your surroundings for hard-to-find objects. Use this action whenever you aren't sure what might be in a room or area. Make a single Perception check. Any objects not in plain sight will have a Perception DC that determines how difficult they are to notice. The GM may apply a circumstance bonus or penalty to the check based on the conditions of the area, such as light level or background noise.
Note that you only need to use this action to search an area for well-hidden objects and features. If an object's perception difficultyis less than your passive perception, you'll notice it immediately when you enter the area. If an object is in plain sight, its perception difficultyis zero, and it will be noticed immediately by everyone in the area.
Success: | You spot hidden objects you succeed against. |
Critical Success: | You spot hidden objects, and you know whether or not there is anything else in the room worth searching for. |
Failure: | You don't notice hidden objects you fail against. |
You wind up and deliver a devastating blow to the target with as much force as you can muster. Use any heavy weapon capable of a Bludgeoin attack. Make a Bludgeon (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts. Add the Power Attack specialty if applicable.
Success: | The target takes Bludgeoning damage equal to your weapon's Power Attack damage rating. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage. The force of your blow knocks the target away from you one foot for every 3 damage dealt, and they land prone. |
Failure: | You miss, and the momentum of your attack staggers you for one frame. |