630 lines
28 KiB
YAML
630 lines
28 KiB
YAML
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action:
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- actioncategory: Basic
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actioncost_name: Free Action
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descr: You try to help your ally with a task. To use this reaction, you must first
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prepare to help, usually by using an action during your turn. You must explain
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to the GM exactly how you’re trying to help, and they determine whether you can
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Aid your ally.\n\nWhen you use your Aid reaction, attempt a skill check or attack
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roll of a type decided by the GM. The typical DC is 20, but the GM might adjust
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this DC for particularly hard or easy tasks. The GM can add any relevant traits
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to your preparatory action or to your Aid reaction depending on the situation,
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or even allow you to Aid checks other than skill checks and attack rolls.\n\n**Critical
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Success** You grant your ally a +2 circumstance bonus to,the triggering check.
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If you’re a master with the check you,attempted, the bonus is +3, and if you’re
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legendary, it’s +4.\n**Success** You grant your ally a +1 circumstance bonus to
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the triggering check.\n**Critical Failure** Your ally takes a 1 circumstance penalty
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to the triggering check.
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name: Aid
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req: The ally is willing to accept your aid, and you have prepared to help (see
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description).
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait: null
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trigger: An ally is about to use an action that requires a skill check or attack
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roll.
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You move 5 feet by crawling and continue to stay prone.
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name: Crawl
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req: You are prone and your Speed is at least 10 feet.
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Move
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trigger: null
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- actioncategory: Basic
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actioncost_name: Free Action
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descr: You wait for the right moment to act. The rest of your turn doesn’t happen
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yet. Instead, you’re removed from the initiative order. You can return to the
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initiative order as a free action triggered by the end of any other creature’s
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turn. This permanently changes your initiative to the new position. You can’t
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use reactions until you return to the initiative order. If you Delay an entire
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round without returning to the initiative order, the actions from the Delayed
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turn are lost, your initiative doesn’t change, and your next turn occurs at your
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original position in the initiative order.\n\nWhen you Delay, any persistent damage
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or other negative effects that normally occur at the start or end of your turn
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occur immediately when you use the Delay action. Any beneficial effects that would
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end at any point during your turn also end. The GM might determine that other
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effects end when you Delay as well. Essentially, you can’t Delay to avoid negative
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consequences that would happen on your turn or to extend beneficial effects that
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would end on your turn.
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name: Delay
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait: null
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trigger: Your turn begins.
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You fall prone.
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name: Drop Prone
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Move
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You attempt to escape from being grabbed, immobilized, or restrained. Choose
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one creature, object, spell effect, hazard, or other impediment imposing any of
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those conditions on you. Attempt a check using your unarmed attack modifier against
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the DC of the effect. This is typically the Athletics DC of a creature grabbing
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you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect,
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or the listed Escape DC of an object, hazard, or other impediment. You can attempt
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an Acrobatics or Athletics check instead of using your attack modifier if you
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choose (but this action still has the attack trait).\n\n**Critical Success** You
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get free and remove the grabbed, immobilized, and restrained conditions imposed
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by your chosen target. You can then Stride up to 5 feet.\n**Success** You get
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free and remove the grabbed, immobilized, and restrained conditions imposed by
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your chosen target.\n**Critical Failure** You don’t get free, and you can’t attempt
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to Escape again until your next turn.
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name: Escape
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Attack
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You use your hand or hands to manipulate an object or the terrain. You can
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grab an unattended or stored object, open a door, or produce some similar effect.
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You might have to attempt a skill check to determine if your Interact action was
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successful.
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name: Interact
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Manipulate
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trigger: null
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- actioncategory: Basic
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actioncost_name: Varies
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descr: 'You invest your energy in an item with the invested trait as you don it.
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This process requires 1 or more Interact actions, usually taking the same amount
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of time it takes to don the item. Once you’ve Invested the Item, you benefit from
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its constant magical abilities as long as you meet its other requirements (for
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most invested items, the only other requirement is that you must be wearing the
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item). This investiture lasts until you remove the item.\n\n You can invest no
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more than 10 items per day. If you remove an invested item, it loses its investiture.
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The item still counts against your daily limit after it loses its investiture.
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You reset the limit during your daily preparations, at which point you Invest
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your Items anew. If you’re still wearing items you had invested the previous day,
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you can typically keep them invested on the new day, but they still count against
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your limit. '
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name: Invest an Item
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req: null
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source:
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- abbr: CRB
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page_start: 531
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page_stop: 531
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trait: null
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You take a careful, short jump. You can Leap up to 10 feet horizontally if
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your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is
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at least 30 feet. You land in the space where your Leap ends (meaning you can
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typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).\n\nIf
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you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally
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onto an elevated surface.\n\nJumping a greater distance requires using the Athletics
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skill.
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name: Leap
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Move
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trigger: null
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- actioncategory: Basic
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actioncost_name: Two Actions
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descr: You prepare to use an action that will occur outside your turn. Choose a
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single action or free action you can use, and designate a trigger. Your turn then
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ends. If the trigger you designated occurs before the start of your next turn,
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you can use the chosen action as a reaction (provided you still meet the requirements
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to use it). You can’t Ready a free action that already has a trigger.\n\nIf you
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have a multiple attack penalty and your readied action is an attack action, your
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readied attack takes the multiple attack penalty you had at the time you used
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Ready. This is one of the few times the multiple attack penalty applies when it’s
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not your turn.
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name: Ready
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Concentrate
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trigger: null
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- actioncategory: Basic
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actioncost_name: Free Action
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descr: You release something you’re holding in your hand or hands. This might mean
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dropping an item, removing one hand from your weapon while continuing to hold
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it in another hand, releasing a rope suspending a chandelier, or performing a
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similar action. Unlike most manipulate actions, Release does not trigger reactions
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that can be triggered by actions with the manipulate trait (such as Attack of
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Opportunity).\n\nIf you want to prepare to Release something outside of your turn,
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use the Ready activity.
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name: Release
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req: null
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source:
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- abbr: CRB
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page_start: 470
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page_stop: 470
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trait:
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- Manipulate
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You scan an area for signs of creatures or objects. If you’re looking for
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creatures, choose an area you’re scanning. If precision is necessary, the GM can
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have you select a 30-foot cone or a 15-foot burst within line of sight. You might
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take a penalty if you choose an area that’s far away.\n\nIf you’re using Seek
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to search for objects (including secret doors and hazards), you search up to a
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10-foot square adjacent to you. The GM might determine you need to Seek as an
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activity, taking more actions or even minutes or hours if you’re searching a particularly
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cluttered area.\n\nThe GM attempts a single secret Perception check for you and
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compares the result to the Stealth DCs of any undetected or hidden creatures in
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the area or the DC to detect each object in the area (as determined by the GM
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or by someone Concealing the Object). A creature you detect might remain hidden,
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rather than becoming observed, if you’re using an imprecise sense or if an effect
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(such as invisibility) prevents the subject from being observed.\n\n**Critical
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Success** If you were searching for creatures, any undetected or hidden creature
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you critically succeeded against becomes observed by you. If you were searching
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for an object, you learn its location.\n**Success** If you were searching for
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creatures, any undetected creature you succeeded against becomes hidden from you
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instead of undetected, and any hidden creature you succeeded against becomes observed
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by you. If you were searching for an object, you learn its location or get a clue
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to its whereabouts, as determined by the GM.
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name: Seek
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req: null
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait:
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- Concentrate
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- Secret
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You try to tell whether a creature’s behavior is abnormal. Choose one creature,
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and assess it for odd body language, signs of nervousness, and other indicators
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that it might be trying to deceive someone. The GM attempts a single secret Perception
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check for you and compares the result to the Deception DC of the creature, the
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DC of a spell af ecting the creature’s mental state, or another appropriate DC
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determined by the GM. You typically can’t try to Sense the Motive of the same
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creature again until the situation changes significantly.\n\n**Critical Success**
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You determine the creature’s true intentions and get a solid idea of any mental
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magic affecting it.\n**Success** You can tell whether the creature is behaving
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normally, but you don’t know its exact intentions or what magic might be affecting
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it.\n**Failure** You detect what a deceptive creature wants you to believe. If
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they’re not being deceptive, you believe they’re behaving normally.\n**Critical
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Failure** You get a false sense of the creature’s intentions.
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name: Sense Motive
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req: null
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait:
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- Concentrate
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- Secret
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You stand up from prone.
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name: Stand
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req: null
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait:
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- Move
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You carefully move 5 feet. Unlike most types of movement, Stepping doesn’t
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trigger reactions, such as Attacks of Opportunity, that can be triggered by move
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actions or upon leaving or entering a square.\n\nYou can’t Step into difficult
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terrain (page 475 CRB), and you can’t Step using a Speed other than your land
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Speed.
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name: Step
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req: Your Speed is at least 10 feet.
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait:
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- Move
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You move up to your Speed (page 463 CRB)
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name: Stride
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req: null
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait:
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- Move
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You attack with a weapon you’re wielding or with an unarmed attack, targeting
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one creature within your reach (for a melee attack) or within range (for a ranged
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attack). Roll the attack roll for the weapon or unarmed attack you are using,
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and compare the result to the target creature’s AC to determine the effect. See
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Attack Rolls on page 446 CRB and Damage on page 450 CRB for details on calculating
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your attack and damage rolls.
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name: Strike
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req: null
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait:
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- Attack
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trigger: null
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- actioncategory: Basic
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actioncost_name: Single Action
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descr: You press yourself against a wall or duck behind an obstacle to take better
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advantage of cover (page 477 CRB). If you would have standard cover, you instead
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gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves
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against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid
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detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance
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bonus instead). This lasts until you move from your current space, use an attack
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action, become unconscious, or end this effect as a free action.
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name: Take Cover
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req: You are benfitting from cover, are near a feature that allows you to take cover,
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or you are prone.
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source:
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- abbr: CRB
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page_start: 471
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page_stop: 471
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trait: null
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trigger: null
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- actioncategory: Specialty Basic
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actioncost_name: Varies
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descr: You call forth the effect of an item by properly activating it. This is a
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special activity that takes a variable number of actions, as listed in the item’s
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stat block.\n\nSome items can be activated as a reaction or free action. In this
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case, you Activate the Item as a reaction or free action (as appropriate) instead
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of as an activity. Such cases are noted in the item’s Activate entry in its stat
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blockfor example, “Activate Reaction command.”\n\n**Long Activation Times** Some
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items take minutes or hours to activate. The Activate an Item activity for these
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items includes a mix of the listed activation components, but it’s not necessary
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to break down which one you’re providing at a given time. You can’t use other
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actions or reactions while activating such an item, though at the GM’s discretion,
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you might be able to speak a few sentences. As with other activities that take
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a long time, these activations have the exploration trait, and you can’t activate
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them in an encounter. If combat breaks out while you’re activating one, your activation
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is disrupted (see the Disrupting Activations sidebar).\n\n**Activation Components**
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Each activation entry lists any components involved in the activation after the
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action icons or text, such as “Single Action command.” The activation components,
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described below, add traits (listed in parentheses) and requirements to the activation.
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If you can’t provide the components, you fail to Activate the Item.\n\n- Command
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(auditory, concentrate)\n- Envision (concentrate)\n- Interact (manipulate)\n-
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Cast a Spell\n\n#### Activation Components\n\nAn item’s activate entry lists the
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components required to activate its abilities. Each component adds certain traits
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to the Activate an Item activity, and some components have special requirements.
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The components that appear in this book are listed below.\n\n#####Command\n\nThis
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component is a specific utterance you must make in a loud and strong voice. Activate
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an Item gains the auditory and concentrate traits. You must be able to speak to
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provide this component.\n\n##### Envision\n\nThis component is a specific image
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or phenomenon you need to imagine. Activate an Item gains the concentrate trait.\n\n#####
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Interact\n\nThis component works like the Interact basic action. Activate an Item
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gains the manipulate trait and requires you to use your hands, just like with
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any Interact action.\n\n##### Cast a Spell\n\nIf an item lists “Cast a Spell”
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after “Activate,” the activation requires you to use the Cast a Spell activity
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to Activate the Item. This happens when the item replicates a spell. You must
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have a spellcasting class feature to Activate an Item with this activation component.
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If the item can be used for a specific spell, the action icon for that spell is
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provided. If it’s an item like a staff, which can be used for many spells, the
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icon is omitted, and you must refer to each spell to determine which actions you
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must spend to Activate the Item to cast it.\n\n In this case, Activate an Item
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gains all the traits from the relevant components of the Cast a Spell activity.
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name: Activate an Item
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|||
|
req: You can Activate an Item with the invested trait only if it’s invested by you.
|
|||
|
If the item requires you to Interact with it, you must be wielding it (if it’s
|
|||
|
a held item) or touching it with a free hand (if it’s another type of item).
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 532
|
|||
|
page_stop: 532
|
|||
|
trait: null
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Free Action
|
|||
|
descr: You attempt an Acrobatics check to slow your fall. The DC is typically 15,
|
|||
|
but it might be higher due to air turbulence or other circumstances.\n\nSuccess
|
|||
|
You fall gently, taking no damage from the fall.
|
|||
|
name: Arrest a Fall
|
|||
|
req: You have a fly Speed.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait: null
|
|||
|
trigger: You fall.
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You avert your gaze from danger. You gain a +2 circumstance bonus to saves
|
|||
|
against visual abilities that require you to look at a creature or object, such
|
|||
|
as a medusa’s petrifying gaze. Your gaze remains averted until the start of your
|
|||
|
next turn.
|
|||
|
name: Avert Gaze
|
|||
|
req: null
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait: null
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You dig your way through dirt, sand, or a similar loose material at a rate
|
|||
|
up to your burrow Speed. You can’t burrow through rock or other substances denser
|
|||
|
than dirt unless you have an ability that allows you to do so.
|
|||
|
name: Burrow
|
|||
|
req: You have a burrow Speed.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait:
|
|||
|
- Move
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Varies
|
|||
|
descr: 'You cast a spell you have prepared or in your repertoire. Casting a Spell
|
|||
|
is a special activity that takes a variable number of actions depending on the
|
|||
|
spell, as listed in each spell’s stat block. As soon as the spellcasting actions
|
|||
|
are complete, the spell effect occurs.
|
|||
|
|
|||
|
|
|||
|
Some spells are cast as a reaction or free action. In those cases, you Cast the
|
|||
|
Spell as a reaction or free action (as appropriate) instead of as an activity.
|
|||
|
Such cases will be noted in the spell’s stat blockfor example, "[reaction] verbal."
|
|||
|
|
|||
|
|
|||
|
**Long Casting Times** Some spells take minutes or hours to cast. The Cast a Spell
|
|||
|
activity for these spells includes a mix of the listed spell components, but it’s
|
|||
|
not necessary to break down which one you’re providing at a given time. You can’t
|
|||
|
use other actions or reactions while casting such a spell, though at the GM’s
|
|||
|
discretion, you might be able to speak a few sentences. As with other activities
|
|||
|
that take a long time, these spells have the exploration trait, and you can’t
|
|||
|
cast them in an encounter. If combat breaks out while you’re casting one, your
|
|||
|
spell is disrupted (see Disrupted and Lost Spells on page 303 CRB).
|
|||
|
|
|||
|
|
|||
|
**Spell Components** Each spell lists the spell components required to cast it
|
|||
|
after the action icons or text, such as "[three-actions] material, somatic, verbal."
|
|||
|
The spell components, described in detail below, add traits and requirements to
|
|||
|
the Cast a Spell activity. If you can’t provide the components, you fail to Cast
|
|||
|
the Spell.
|
|||
|
|
|||
|
|
|||
|
- Material (manipulate)
|
|||
|
|
|||
|
- Somatic (manipulate)
|
|||
|
|
|||
|
- Verbal (concentrate)
|
|||
|
|
|||
|
- Focus (manipulate)
|
|||
|
|
|||
|
|
|||
|
**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing
|
|||
|
it to have no effect and be lost. When you lose a spell, you’ve already expended
|
|||
|
the spell slot, spent the spell’s costs and actions, and used the Cast a Spell
|
|||
|
activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately
|
|||
|
ends. The full rules for disrupting actions appear on page 462 CRB.'
|
|||
|
name: Cast a Spell
|
|||
|
req: null
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 302
|
|||
|
page_stop: 302
|
|||
|
trait: null
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You end one spell effect or magic item effect. This must be an effect you
|
|||
|
are allowed to dismiss, as defined by the spell or item. Dismissal might end the
|
|||
|
effect entirely or might end it just for a certain target or targets, depending
|
|||
|
on the spell or item.
|
|||
|
name: Dismiss
|
|||
|
req: null
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 305
|
|||
|
page_stop: 305
|
|||
|
trait:
|
|||
|
- Concentrate
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You move through the air up to your fly Speed. Moving upward (straight up
|
|||
|
or diagonally) uses the rules for moving through difficult terrain. You can move
|
|||
|
straight down 10 feet for every 5 feet of movement you spend. If you Fly to the
|
|||
|
ground, you don’t take falling damage. You can use an action to Fly 0 feet to
|
|||
|
hover in place. If you’re airborne at the end of your turn and didn’t use a Fly
|
|||
|
action this round, you fall.
|
|||
|
name: Fly
|
|||
|
req: You have a fly Speed.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait:
|
|||
|
- Move
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Free Action
|
|||
|
descr: When you fall off or past an edge or other handhold, you can try to grab
|
|||
|
it, potentially stopping your fall. You must succeed at a Reflex save, usually
|
|||
|
at the Climb DC. If you grab the edge or handhold, you can then Climb up using
|
|||
|
Athletics.\n\n**Critical Success** You grab the edge or handhold, whether or not
|
|||
|
you have a hand free, typically by using a suitable held item to catch yourself
|
|||
|
(catching a battle axe on a ledge, for example). You still take damage from the
|
|||
|
distance fallen so far, but you treat the fall as though it were 30 feet shorter.\n**Success**
|
|||
|
If you have at least one hand free, you grab the edge or handhold, stopping your
|
|||
|
fall. You still take damage from the distance fallen so far, but you treat the
|
|||
|
fall as though it were 20 feet shorter. If you have no hands free, you continue
|
|||
|
to fall as if you had failed the check.\n**Critical Failure** You continue to
|
|||
|
fall, and if you’ve fallen 20 feet or more before you use this reaction, you take
|
|||
|
10 bludgeoning damage from the impact for every 20 feet fallen.
|
|||
|
name: Grab an Edge
|
|||
|
req: Your hands are not tied behind your back or otherwise restrained.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait:
|
|||
|
- Manipulate
|
|||
|
trigger: You fall from or past an edge or handhold.
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You move onto the creature and ride it. If you’re already mounted, you can
|
|||
|
instead use this action to dismount, moving of the mount into a space adjacent
|
|||
|
to it.
|
|||
|
name: Mount
|
|||
|
req: You are adjacent to a creature that is at least one size larger than you and
|
|||
|
is willing to be your mount.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait:
|
|||
|
- Move
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You indicate a creature that you can see to one or more allies, gesturing
|
|||
|
in a direction and describing the distance verbally. That creature is hidden to
|
|||
|
your allies, rather than undetected (page 466 CRB). This works only for allies
|
|||
|
who can see you and are in a position where they could potentially detect the
|
|||
|
target. If your allies can’t hear or understand you, they must succeed at a Perception
|
|||
|
check against the creature’s Stealth DC or they misunderstand and believe the
|
|||
|
target is in a different location.
|
|||
|
name: Point Out
|
|||
|
req: A creature is undetected by one or more of your allies but isn't undetected
|
|||
|
by you.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait:
|
|||
|
- Auditory
|
|||
|
- Manipulate
|
|||
|
- Visual
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: You position your shield to protect yourself. When you have Raised a Shield,
|
|||
|
you gain its listed circumstance bonus to AC. Your shield remains raised until
|
|||
|
the start of your next turn.
|
|||
|
name: Raise a Shield
|
|||
|
req: You are wielding a shield.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|
|||
|
trait: null
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: Choose one spell with a sustained duration you have in effect. The duration
|
|||
|
of that spell continues until the end of your next turn. Some spells might have
|
|||
|
slightly different or expanded effects if you sustain them. Sustaining a Spell
|
|||
|
for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless
|
|||
|
the spell lists a different maximum duration (such as “sustained up to 1 minute”
|
|||
|
or “sustained up to 1 hour”).\n\nIf your Sustain a Spell action is disrupted,
|
|||
|
the spell immediately ends.
|
|||
|
name: Sustain a Spell
|
|||
|
req: You have at least one spell active with a sustained duration, and you are not
|
|||
|
fatigued.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 304
|
|||
|
page_stop: 304
|
|||
|
trait:
|
|||
|
- Concentrate
|
|||
|
trigger: null
|
|||
|
- actioncategory: Specialty Basic
|
|||
|
actioncost_name: Single Action
|
|||
|
descr: Choose one magic item activation with a sustained duration you have in effect.
|
|||
|
The duration of that activation continues until the end of your next turn. Some
|
|||
|
activations may have slightly different or expanded effects if you sustain them.
|
|||
|
Sustaining an Activation for more than 10 minutes (100 rounds) ends the activation
|
|||
|
and makes you fatigued unless the item’s description states a different maximum
|
|||
|
duration (such as “up to 1 minute” or “up to 1 hour”).\n\nIf your Sustain an Activation
|
|||
|
action is disrupted, the item’s effect immediately ends.
|
|||
|
name: Sustain an Activation
|
|||
|
req: You have at least one magic item activation that you can sustain and you are
|
|||
|
not fatigued.
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 534
|
|||
|
page_stop: 534
|
|||
|
trait:
|
|||
|
- Concentrate
|
|||
|
trigger: null
|
|||
|
actioncategory:
|
|||
|
- descr: Basic actions represent common tasks like moving around, attacking, and helping
|
|||
|
others. As such, every creature can use basic actions except in some extreme circumstances,
|
|||
|
and many of those actions are used very frequently. Most notably, you’ll use Interact,
|
|||
|
Step, Stride, and Strike a great deal. Many feats and other actions call upon
|
|||
|
you to use one of these basic actions or modify them to produce different effects.
|
|||
|
For example, a more complex action might let you Stride up to double your Speed
|
|||
|
instead of just up to your Speed, and a large number of activities include a Strike.
|
|||
|
name: Basic
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 469
|
|||
|
page_stop: 469
|
|||
|
- descr: These actions are useful under specific circumstances. Some require you to
|
|||
|
have a special movement type.
|
|||
|
name: Specialty Basic
|
|||
|
source:
|
|||
|
- abbr: CRB
|
|||
|
page_start: 472
|
|||
|
page_stop: 472
|