action: 1
type: ability

Found 109 matches

Overwhelming Energy
Level 10 Manipulate Metamagic Wizard

With a complex gesture, you alter the energy of your spell to overcome resistances. If the
next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance
to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage
the spell deals, including persistent damage and damage caused by an ongoing effect of the
spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Balance
Move

You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.

  • Critical Success You move up to your Speed.
  • Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
  • Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
  • Critical Failure You fall and your turn ends.
Force Open
Attack

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate.

With a high enough result, you can even smash through walls.

Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

  • Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
  • Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
  • Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
Shove
Attack

Requirements You have at least one hand free. The target can’t be more than one size larger than you.

You push an opponent away from you. Attempt an Athletics check against your opponent’s Fortitude DC.

  • Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
  • Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
  • Critical Failure You lose your balance, fall, and land prone.
Swim
Move

You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

  • Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
  • Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
  • Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
Command an Animal
Concentrate Auditory

You issue an order to an animal. Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

  • Success The animal does as you command on its next turn.
  • Failure The animal is hesitant or resistant, and it does nothing.
  • Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Battle Medicine
Level 1 Manipulate Healing General Skill

Prerequisites: trained in Medicine

You can patch up yourself or an adjacent ally, even in combat.
Attempt a Medicine check with the same DC as for Treat
Wounds
and provide the corresponding amount of healing.
As with Treat Wounds, you can attempt checks against
higher DCs if you have the minimum proficiency rank. The
target is then temporarily immune to your Battle Medicine
for 1 day.

Scare to Death
Level 15 Emotion Death Fear Incapacitation General Skill

Prerequisites: legendary in Intimidation

You can frighten foes so much, they might die. Attempt an
Intimidation check against the Will DC of a living creature within
30 feet of you that you sense or observe and who can sense or
observe you. If the target can’t hear you or doesn’t understand
the language you are speaking, you take a –4 circumstance
penalty. The creature is temporarily immune for 1 minute.

Critical Success The target must succeed at a Fortitude save
against your Intimidation DC or die. If the target succeeds
at its save, it becomes frightened 2 and is fleeing for 1
round; it suffers no effect on a critical success.

Success The target becomes frightened 2.

Failure The target becomes frightened 1.

Critical Failure The target is unaffected.

Trick Magic Item
Level 1 Manipulate General Skill

Prerequisites: trained in Arcana, Nature, Occultism or Religion

You examine a magic item you normally couldn’t use in an effort
to fool it and activate it temporarily. For example, this might allow
a fighter to cast a spell from a wand or allow a wizard to cast a
spell that’s not on the arcane list using a scroll. You must know
what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic
tradition, or matching a tradition that has the spell on its list,
if you’re trying to cast a spell from the item. The relevant skills
are Arcana for arcane, Nature for primal, Occultism for occult,
Religion for divine, or any of the four for an item that has the
magical trait and not a tradition trait. The GM determines the
DC based on the item’s level (possibly adjusted depending on
the item or situation).

If you activate a magic item that requires a spell attack roll
or spell DC and you don’t have the ability to cast spells of the
relevant tradition, use your level as your proficiency bonus and
the highest of your Intelligence, Wisdom, or Charisma modifiers.
If you’re a master in the appropriate skill for the item’s tradition,
you instead use the trained proficiency bonus, and if you’re
legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions
to activate the item as if you could normally use it.

Failure You can’t use the item or try to trick it again this turn,
but you can try again on subsequent turns.

Critical Failure You can’t use the item, and you can’t try to
trick it again until your next daily preparations.