Actions and Activities
Basic Actions
Skill Actions
Administer First Aid
Manipulate
Requirements You have healer's tools.
You Perform first Aid on an adjacent creature that is Dying or bleeding. If a creature is both dying and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
- Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value).
- Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the Persistent Damage. The DC is usually the DC of the effect that caused the bleed.
Critical Success None
Success If you're trying to stabilize, the creature loses the Dying condition (but remains Unconscious). If you're trying to stop bleeding, the creature attempts a flat check to end the bleeding.
Critical Failure If you were trying to stabilize, the creature's Dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
Source Core Rulebook pg. 248
Balance
Move
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
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.
Sample Balance Tasks
Untrained tangled roots, uneven cobblestonesTrained wooden beam
Expert deep, loose gravel
Master tightrope, smooth sheet of ice
Legendary razor's edge, chunks of floor falling in midair
Source Core Rulebook pg. 240
Climb
Move
Requirements You have both hands free.
You move up, down, or across an incline. Unless it's particularly easy, you must attempt an Athletics check. The GM determines the DC based on the Nature of the incline and environmental circumstances. You're Flat-Footed unless you have a Climb Speed.
Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the Climb on stable ground, you fall and land Prone.
Sample Climb Tasks
Untrained ladder, steep slope, low-branched treeTrained rigging, rope, typical tree
Expert wall with small handholds and footholds
Master ceiling with handholds and footholds, rock wall
Legendary smooth surface
Source Core Rulebook pg. 241
Command an Animal
Auditory Concentrate
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.
Critical Success None
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.
Source Core Rulebook pg. 249
Conceal an Object
Manipulate Secret
You Hide a small object on your person (such as a weapon of light Bulk). When you try to Sneak a Concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer's Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
You can also Conceal An Object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
Critical Success None
Success The object remains Undetected.
Failure The searcher finds the object.
Source Core Rulebook pg. 251
Create a Diversion
Mental
With a gesture, a trick, or some distracting words, you can Create A Diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Critical Success None
Success You become Hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away, as described on page 252.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill (pages 251 and 252). If you Strike a creature, the creature remains Flat-Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Source Core Rulebook pg. 245
Demoralize
Auditory Concentrate Emotion Mental
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a +4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes Frightened 2.
Success The target becomes Frightened 1.
Source Core Rulebook pg. 247
Disable a Device
Manipulate
Requirements Some devices require you to use thieves' tools when disabling them.
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves' tools are Helpful and sometimes even required to Disable A Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines how much progress you make.
Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a complex device.
Critical Failure You trigger the device.
Source Core Rulebook pg. 253
Disarm
Attack
Requirements You have at least one hand free. The target can't be more than one size larger than you.
You try to knock something out of an opponent's grasp. Attempt an Athletics check against the opponent's Reflex DC.
Critical Success You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space.
Success You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a +2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
Critical Failure You lose your balance and become Flat-Footed until the start of your next turn.
Source Core Rulebook pg. 243
Feint
Mental
Requirements You are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent's Perception DC.
Critical Success You throw your enemy's defenses against you entirely off. The target is Flat-Footed against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is Flat-Footed against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are Flat-Footed against melee attacks the target attempts against you until the end of your next turn.
Source Core Rulebook pg. 246
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.
Sample Force Open Tasks
Untrained fabric, flimsy glassTrained ice, sturdy glass
Expert flimsy wooden door, wooden portcullis
Master sturdy wooden door, iron portcullis, metal bar
Legendary stone or iron door
Source Core Rulebook pg. 242
Grapple
Attack
Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
You attempt to Grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already Grabbed.
Critical Success Your opponent is Restrained until the end of your next turn unless you move or your opponent Escapes (page 470).
Success Your opponent is Grabbed until the end of your next turn unless you move or your opponent Escapes.
Failure You fail to Grab your opponent. If you already had the opponent Grabbed or Restrained using a Grapple, those conditions on that creature end.
Critical Failure If you already had the opponent Grabbed or Restrained, it breaks free. Your target can either Grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land Prone.
Source Core Rulebook pg. 242
Hide
Secret
You huddle behind cover or greater cover or deeper into concealment to become Hidden, rather than Observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're Observed by but that you have cover or greater cover against or are Concealed from. You gain the circumstance bonus from cover or greater cover to your check.
Critical Success None
Success If the creature could see you, you're now Hidden from it instead of Observed. If you were Hidden from or Undetected by the creature, you retain that condition.
If you successfully become Hidden to a creature but then cease to have cover or greater cover against it or be Concealed from it, you become Observed again. You cease being Hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become Observed. If you do anything else, you become Observed just before you act unless the GM determines otherwise. The GM might allow you to Perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you Observed by it, you must successfully Hide to become Hidden from it again.
Source Core Rulebook pg. 251
High Jump
You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn't Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
Success Increase the maximum vertical distance to 5 feet.
Failure You Leap normally.
Critical Failure You don't Leap at all, and instead you fall Prone in your space.
Source Core Rulebook pg. 242
Lie
Auditory Concentrate Linguistic Mental Secret
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the Nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.
At the GM's discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements.
Critical Success None
Success The target believes your lie.
Failure The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Source Core Rulebook pg. 246
Long Jump
You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you're attempting to move during your Leap (so you'd need to succeed at a DC 20 check to Leap 20 feet). You can't Leap farther than your Speed.
If you didn't Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success None
Success Increase the maximum horizontal distance you Leap to the desired distance.
Failure You Leap normally.
Critical Failure You Leap normally, but then fall and land Prone.
Source Core Rulebook pg. 242
Maneuver in Flight
Move
Requirements You have a fly Speed.
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Critical Success None
Success You succeed at the maneuver.
Failure Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical Failure As failure, but the consequence is more dire.
Sample Maneuver in Flight Tasks
Trained steep ascent or descentExpert fly against the wind, hover midair
Master reverse direction
Legendary fly through gale force winds
Source Core Rulebook pg. 240
Palm an Object
Manipulate
Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
Critical Success None
Success The creature does not notice you Palming the Object.
Failure The creature notices you Palming the Object, and the GM determines the creature's response.
Source Core Rulebook pg. 253
Perform
Concentrate
When making a brief Performance - one song, a quick dance, or a few jokes - you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers - or even change their attitudes - if the GM sees fit.
Critical Success Your Performance impresses the observers, and they're likely to share stories of your ability.
Success You prove yourself, and observers appreciate the quality of your Performance.
Failure Your Performance falls flat.
Critical Failure You demonstrate only incompetence.
Sample Perform Tasks
Untrained audience of commonersTrained audience of artisans
Expert audience of merchants or minor nobles
Master audience of high nobility or minor royalty
Legendary audience of major royalty or otherworldly beings
Source Core Rulebook pg. 250
Pick a Lock
Manipulate
Requirements You have thieves' tools.
Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found in their description). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock.
Critical Success You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.
Success You open the lock, or you achieve one success toward opening a complex lock.
Critical Failure You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves' tools).
Source Core Rulebook pg. 253
Recall Knowledge
Concentrate Secret
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.
The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
- Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
- Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
- Lore: The subject of the Lore skill's subcategory.
- Medicine: Diseases, poisons, wounds, and forensics.
- Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
- Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
- Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
- Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score.
Critical Success You recall the knowledge accurately and gain additional information or context.
Success You recall the knowledge accurately or gain a useful clue about your current situation.
Critical Failure You recall incorrect information or gain an erroneous or misleading clue.
Sample Recall Knowledge Tasks
These examples use Society or Religion.Untrained name of a ruler, key noble, or major deity
Trained line of succession for a major noble family, core doctrines of a major deity
Expert genealogy of a minor noble, teachings of an ancient priest
Master hierarchy of a genie noble court, major extraplanar temples of a deity
Legendary existence of a long-lost noble heir, secret doctrines of a religion
Source Core Rulebook pg. 239
Request
Auditory Concentrate Linguistic Mental
You can make a Request of a creature that's Friendly or Helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your Request without qualifications.
Success The target agrees to your Request, but they might demand added provisions or alterations to the request.
Failure The target refuses the Request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the Request, but their attitude toward you decreases by one step due to the temerity of the request.
Source Core Rulebook pg. 247
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.
Source Core Rulebook pg. 243
Sneak
Move Secret
You can attempt to move to another place while becoming or staying Undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
If you're Undetected by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're Invisible, the observer is Blinded, or you're in darkness and the creature can't see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be Undetected if you lose cover or greater cover against or are no longer Concealed from such a creature.
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were Hidden from or Undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you're moving, the bonus increase from Taking Cover doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are Concealed from it nor have cover or greater cover against it. You automatically become Observed by such a creature.
Critical Success None
Success You're Undetected by the creature during your movement and remain Undetected by the creature at the end of it.
You become Observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become Observed. If you do anything else, you become Observed just before you act unless the GM determines otherwise. The GM might allow you to Perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become Hidden instead of Undetected.
If a creature uses Seek and you become Hidden to it as a result, you must Sneak if you want to become Undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You're Hidden from the creature throughout your movement and remain so.
Critical Failure You're spotted! You're Observed by the creature throughout your movement and remain so. If you're Invisible and were Hidden from the creature, instead of being Observed you're Hidden throughout your movement and remain so.
Source Core Rulebook pg. 252
Steal
Manipulate
You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a +5 penalty to your Thievery check. The GM might increase the DC of your check if the Nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they're distracted.
Critical Success None
Success You Steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item.
Failure The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Source Core Rulebook pg. 253
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.
Sample Swim Tasks
Untrained lake or other still waterTrained flowing water, like a river
Expert swiftly flowing river
Master stormy sea
Legendary maelstrom, waterfall
Source Core Rulebook pg. 243
Treat Poison
Manipulate
Requirements You have healer's tools.
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a +2 circumstance penalty to its next save against the poison.
Source Core Rulebook pg. 248
Trip
Attack
Requirements You have at least one hand free. Your target can't be more than one size larger than you.
You try to knock an opponent to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls and lands Prone and takes 1d6 bludgeoning damage.
Success The target falls and lands Prone.
Critical Failure You lose your balance and fall and land Prone.
Source Core Rulebook pg. 243
Tumble Through
Move
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
Critical Success None
Success You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Source Core Rulebook pg. 240
Exploration Actions
Affix a Talisman
Exploration Manipulate
Requirements You must use a Repair kit.
You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the Repair kit with both hands. You can also use this activity to remove a talisman. If more than one talisman is affixed to an item, the talismans are suppressed; none of them can be activated.
Source Core Rulebook pg. 565
Avoid Notice
Exploration
You attempt a Stealth check to Avoid Notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
Source Core Rulebook pg. 479
Borrow an Arcane Spell
Concentrate Exploration
If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than Learning The Spell
Critical Success None
Success You prepare the borrowed spell as part of your normal spell preparation.
Failure You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to prepare this spell until the next time you prepare spells.
Source Core Rulebook pg. 241
Call Companion
Exploration
You spend 1 minute calling for a different Animal Companion, switching your active companion for another of your animal companions.
Source Advanced Player's Guide pg. 160
Coerce
Auditory Concentrate Emotion Exploration Linguistic Mental
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618.
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes Unfriendly (if they weren't already unfriendly or Hostile). However, the target is too scared of you to retaliate - at least in the short term.
Success As critical success, but once the target becomes Unfriendly, they might decide to act against you - for example, by reporting you to the authorities or assisting your enemies.
Failure The target doesn't do what you say, and if they were not already Unfriendly or Hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes Hostile if they weren't already, and can't be Coerced by you for at least 1 week.
Source Core Rulebook pg. 247
Cover Tracks
Concentrate Exploration Move
You cover your tracks, moving up to half your travel speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.
Source Core Rulebook pg. 252
Decipher Writing
Concentrate Exploration Secret
You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
Critical Success You understand the true meaning of the text.
Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
Failure You can't understand the text and take a -2 circumstance penalty to further checks to decipher it.
Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
Sample Decipher Writing Tasks
Trained entry-level philosophy treatiseExpert complex code, such as a cipher
Master spymaster's code or advanced research notes
Legendary esoteric planar text written in metaphor by an ancient celestial
Source Core Rulebook pg. 234
Defend
Exploration
You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising A Shield action before your first turn begins.
Source Core Rulebook pg. 479
Detect Magic
Concentrate Exploration
You cast Detect Magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a Magic Aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to Detect Magic auras before the party moves into them.
Source Core Rulebook pg. 479
Follow the Expert
Auditory Concentrate Exploration Visual
Choose an ally attempting a recurring skill check while exploring, such as Climbing, or Performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).
Source Core Rulebook pg. 479
Gather Information
Exploration Secret
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Critical Success None
Success You collect information about the individual or topic. The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.
Sample Gather Information Tasks
Untrained talk of the townTrained common rumor
Expert obscure rumor, poorly guarded secret
Master well-guarded or esoteric information
Legendary information known only to an incredibly select few, or only to extraordinary beings
Source Core Rulebook pg. 246
Hustle
Exploration Move
You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier ? 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.
Source Core Rulebook pg. 480
Identify Alchemy
Concentrate Exploration Secret
Requirements You have alchemist's tools.
You can identify the Nature of an alchemical item with 10 minutes of testing using alchemist's tools. If your attempt is interrupted in any way, you must start over.
Critical Success None
Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM's choice.
Source Core Rulebook pg. 245
Identify Magic
Concentrate Exploration Secret
Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.
Failure You fail to identify the magic and can't try again for 1 day.
Critical Failure You misidentify the magic as something else of the GM's choice.
Source Core Rulebook pg. 238
Impersonate
Concentrate Exploration Manipulate Secret
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.
In most cases, creatures have a chance to detect your Deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly Interact with someone while disguised, the GM rolls a secret Deception check for you against that creature's Perception DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret Deception check even if you aren't directly interacting with others.
Critical Success None
Success You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes.
Failure The creature can tell you're not who you claim to be.
Critical Failure The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.
Source Core Rulebook pg. 245
Investigate
Concentrate Exploration
You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.
Source Core Rulebook pg. 480
Learn a Spell
Concentrate Exploration
Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
- Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
- Have materials with the Price indicated in Table: Learning a Spell.
- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table: Learning a Spell). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 503.
If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
Spell Level | Price | Typical DC |
1st or cantrip | 2 gp | 15 |
2nd | 6 gp | 18 |
3rd | 16 gp | 20 |
4th | 36 gp | 23 |
5th | 70 gp | 26 |
6th | 140 gp | 28 |
7th | 300 gp | 31 |
8th | 650 gp | 34 |
9th | 1,500 gp | 36 |
10th | 7,000 gp | 41 |
Critical Success You expend half the materials and Learn The Spell.
Success You expend the materials and Learn The Spell.
Failure You fail to Learn The Spell but can try again after you gain a level. The materials aren't expended.
Critical Failure As failure, plus you expend half the materials.
Source Core Rulebook pg. 238
Make an Impression
Auditory Concentrate Exploration Linguistic Mental
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.
Critical Success The target's attitude toward you improves by two steps.
Success The target's attitude toward you improves by one step.
Critical Failure The target's attitude toward you decreases by one step.
Source Core Rulebook pg. 246
Pursue a Lead
Concentrate Exploration Investigator
Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or Nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
Source Advanced Player's Guide pg. 56
Rally
Auditory Emotion Exploration Linguistic Mental Stamina
Requirements trained in Diplomacy, Intimidation, or Performance
You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the Performance skill, the GM might adjust the traits for this action to match the traits for your type of performance.
Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.
Critical Success The ally can spend 1 Resolve Point to regain all their Stamina Points.
Success You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points.
Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.
Source Gamemastery Guide pg. 201
Refocus
Concentrate Exploration
Requirements You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.
You spend 10 minutes Performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the illusion school.
Source Core Rulebook pg. 300
Repair
Exploration Manipulate
Requirements You have a Repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the Repair kit with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.
Source Core Rulebook pg. 243
Repeat a Spell
Concentrate Exploration
You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs.
You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.
Source Core Rulebook pg. 480
Scout
Concentrate Exploration
You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.
Source Core Rulebook pg. 480
Search
Concentrate Exploration
You Seek meticulously for Hidden doors, Concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.
Source Core Rulebook pg. 480
Sense Direction
Exploration Secret
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a -2 item penalty to checks to Sense Direction.
Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
Sample Sense Direction Tasks
Untrained determine a cardinal direction using the sunTrained find an overgrown path in a forest
Expert navigate a hedge maze
Master navigate a byzantine labyrinth or relatively featureless desert
Legendary navigate an ever-changing dream realm
Source Core Rulebook pg. 252
Squeeze
Exploration Move
You contort yourself to Squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You Squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You Squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
Sample Squeeze Tasks
Trained space barely fitting your shouldersMaster space barely fitting your head
Source Core Rulebook pg. 241
Take a breather
Exploration Stamina
You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.
Source Gamemastery Guide pg. 200
Track
Concentrate Exploration Move
You follow tracks, moving at up to half your travel speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Critical Success None
Success You find the trail or continue to follow the one you're already following.
Failure You lose the trail but can try again after a 1-hour delay.
Critical Failure You lose the trail and can't try again for 24 hours.
Sample Track Tasks
Untrained the path of a large army following a roadTrained relatively fresh tracks of a rampaging bear through the plains
Expert a nimble panther's tracks through a jungle, tracks after the rain
Master tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock
Legendary old tracks through a windy desert's sands, tracks after a major blizzard or hurricane
Source Core Rulebook pg. 252
Treat Wounds
Exploration Healing Manipulate
Requirements You have healer's tools.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Critical Success The target regains 4d8 Hit Points, and its Wounded condition is removed.
Success The target regains 2d8 Hit Points, and its Wounded condition is removed.
Critical Failure The target takes 1d8 damage.
Source Core Rulebook pg. 249
Downtime Actions
Bribe Contact
Downtime Secret
Requirements You've successfully Gained a Contact (see below).
You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard Deception or Diplomacy check.
Critical Success None
Success The contact accepts the bribe and you gain 1 EP.
Failure You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.
Critical Failure As failure, but adding 2 AP to the infiltration.
Source Gamemastery Guide pg. 163
Craft
Downtime Manipulate
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.
To craft an item, you must meet the following requirements:
- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary.
- You have the formula for the item; see Getting Formulas below for more information.
- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield.
- You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4'2: Income Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Source Core Rulebook pg. 244
Create Forgery
Downtime Secret
You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.
If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting.
If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document.
An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery).
Critical Success None
Success The observer does not detect the forgery.
Failure The observer knows your document is a forgery.
Source Core Rulebook pg. 251
Earn Income
Downtime
You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Task Level | DC | Failed | Trained | Expert | Master | Legendary |
0 | 14 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
1 | 15 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
2 | 16 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
3 | 18 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
4 | 19 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
5 | 20 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
6 | 22 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
7 | 23 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
8 | 24 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
9 | 26 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
10 | 27 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
11 | 28 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
12 | 30 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
13 | 31 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
14 | 32 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
15 | 34 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
16 | 35 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
17 | 36 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
18 | 38 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
19 | 39 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
20 | 40 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
20 (critical success) | — | — | 50 gp | 90 gp | 175 gp | 300 gp |
Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
Sample Earn Income Tasks
These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.Trained bartend, do legal research
Expert curate drink selection, present minor court cases
Master run a large brewery, present important court cases
Legendary run an international brewing franchise, present a case in Hell's courts
Source Core Rulebook pg. 236
Forge Documents
Downtime Secret
You You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.
Critical Success None
Success You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork.
Failure You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used.
Critical Failure As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure.
Source Gamemastery Guide pg. 163
Gain Contact
Downtime
You try to make contact with an individual who can Aid you in the infiltration. Attempt a normal, hard, or very hard DC Diplomacy or Society check, or a check using a Lore skill appropriate to your prospective contact.
Critical Success None
Success You make contact and gain 1 EP.
Failure You fail to make contact.
Critical Failure You insult or spook the contact in some way. Future attempts take a -2 circumstance penalty. Special: Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party's Awareness Points.
Source Gamemastery Guide pg. 163
Gossip
Downtime Secret
You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard Diplomacy check.
Critical Success You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.
Success You gain inside information about the place or group you're attempting to infiltrate that aids your planning.
Failure You learn nothing.
Critical Failure You hear a few mistaken rumors and take a -2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1.
Source Gamemastery Guide pg. 163
Long-Term Rest
Downtime
You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.
Source Core Rulebook pg. 481
Retraining
Downtime
Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn’t meet your expectations. You can retrain feats, skills, and some selectable class features. You can’t retrain your ancestry, heritage, background, class, or ability scores. You can’t perform other downtime activities while retraining.
Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor.
Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).
When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you don’t remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can’t use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.
Feats
You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.
Skills
You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character’s proficiency in Stealth to expert and become a master in Occultism, but you couldn’t reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.You can also spend a week to retrain an initial trained skill you gained during character creation.
Class Features
You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month.
Source Core Rulebook pg. 481
Scout Location
Downtime Secret
You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or Stealth check.
Critical Success None
Success You make observations that provide 1 EP.
Failure You learn nothing particularly noteworthy.
Critical Failure You misjudge some aspect of what you Observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure.
Source Gamemastery Guide pg. 163
Secure Disguises
Downtime
You seek to procure or create disguises. Attempt a normal, hard, or very hard Crafting, Deception, Performance, or Society check.
Critical Success None
Success You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity.
Failure Your efforts result in an unusable disguise.
Source Gamemastery Guide pg. 163
Subsist
Downtime
You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294. The GM determines the DC based on the Nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a -5 penalty.
Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure You're exposed to the elements and don't get enough food, becoming Fatigued until you attain sufficient food and shelter.
Critical Failure You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a -2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or Dying of thirst if you continue failing.
Sample Subsist Tasks
Untrained lush forest with calm weather or large city with plentiful resourcesTrained typical hillside or village
Expert typical mountains or insular hamlet
Master typical desert or city under siege
Legendary barren wasteland or city of undead
Source Core Rulebook pg. 240
Treat Disease
Downtime Manipulate
Requirements You have healer's tools.
You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical Failure Your efforts cause the creature to take a -2 circumstance penalty to its next save against the disease.
Source Core Rulebook pg. 248
Class Actions
Attack of Opportunity
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.You Lash Out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Source Core Rulebook pg. 142
Clue In
Concentrate Investigator
Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue A Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
Source Advanced Player's Guide pg. 56
Confident Finisher
Finisher Swashbuckler
You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your Precise Strike damage, with the following failure effect.
Critical Success None
Failure You deal half your Precise Strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Source Advanced Player's Guide pg. 85
Debilitating Strike
Rogue
Trigger Your Strike hits a Flat-Footed creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.
- debilitation The target takes a '10-foot status penalty to its Speeds.
- debilitation The target becomes Enfeebled 1.
Source Core Rulebook pg. 182
Destructive Vengeance
Uncommon Champion
Trigger An enemy within 15 feet damages you.
Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose.
The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level.
Source Advanced Player's Guide pg. 117
Devise a Stratagem
Concentrate Fortune Investigator
Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise A Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Source Advanced Player's Guide pg. 56
Drain Bonded Item
Arcane Wizard
Frequency once per day
You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast The Spell and meet the spell's other requirements.
Source Core Rulebook pg. 205
Expeditious Inspection
Investigator
Frequency once per 10 minutes
You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.
Source Advanced Player's Guide pg. 57
Flurry of Blows
Flourish Monk
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry Of Blows only once per turn.
Source Core Rulebook pg. 156
Glimpse of Redemption
Champion
Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes Enfeebled 2 until the end of its next turn.
Source Core Rulebook pg. 107
Hunt Prey
Concentrate Ranger
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Source Core Rulebook pg. 168
Iron Command
Uncommon Champion Divine Emotion Enchantment Mental
Trigger An enemy within 15 feet damages you.
You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options.
- The enemy kneels, dropping Prone as a free action.
- The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.
Source Advanced Player's Guide pg. 117
Liberating Step
Champion
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape.
Source Core Rulebook pg. 107
Master Strike
Incapacitation Rogue
Trigger Your Strike hits a Flat-Footed creature and deals damage.
The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.
Critical Success The target is unaffected.
Success The target is Enfeebled 2 until the end of your next turn.
Failure The target is Paralyzed for 4 rounds.
Critical Failure The target is Paralyzed for 4 rounds, knocked Unconscious for 2 hours, or killed (your choice).
Source Core Rulebook pg. 183
Mesmerizing Performance
Uncommon Concentrate Emotion
Requirements The companion's last action was a successful Performance check to Perform.
The companion maintains its Performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save.
Critical Success None
Success The target is unaffected and temporarily immune for 1 hour
Failure The target is Fascinated by the companion for its next action and then is temporarily immune for 1 hour.
Critical Failure The target is Fascinated by the companion for 1 round. While it remains fascinated, it can't use reactions.
Source Advanced Player's Guide pg. 86
Mutagenic Flashback
Alchemist
Frequency once per day
You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
Source Core Rulebook pg. 73
Opportune Riposte
Swashbuckler
Trigger A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
Source Advanced Player's Guide pg. 56
Pointed Question
Auditory Concentrate Investigator Linguistic Mental
You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour.
Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you.
Success As critical success, but the circumstance bonus is +2.
Failure The target can refuse to answer you as normal.
Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.
Source Advanced Player's Guide pg. 58
Quick Alchemy
Alchemist Manipulate
Requirements You have alchemist's tools, the formula for the alchemical item you're creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced Alchemy level or lower that's in your Formula Book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the Infused trait, but it remains potent only until the start of your next turn.
Source Core Rulebook pg. 72
Quick Tincture
Investigator Manipulate
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.
You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the Infused trait, but it remains potent only until the end of the current turn.
Source Advanced Player's Guide pg. 57
Rage
Barbarian Concentrate Emotion Mental
Requirements You aren't Fatigued or Raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
- You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
- You take a '1 penalty to AC.
- You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Source Core Rulebook pg. 84
Retributive Strike
Champion
Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Source Core Rulebook pg. 107
Selfish Shield
Uncommon Champion
Trigger An enemy within 15 feet damages you.
Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.
Source Advanced Player's Guide pg. 117
Heritage Actions
Call on Ancient Blood
Trigger You attempt a saving throw against a magical effect, but you haven't rolled yetYour ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn.
Source Core Rulebook pg. 35
Energy Emanation
Evocation Primal
Frequency once per day
Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.
Source Character Guide pg. 19
Jinx
Curse Necromancy Occult
Frequency once per day
You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher.
Critical Success None
Success The target is unaffected and is temporarily immune for 24 hours.
Failure The target is Clumsy 1 for 1 minute.
Critical Failure The target is Clumsy 2 for 1 minute.
Source Advanced Player's Guide pg. 46
Resist Elf Magic
Trigger You attempt a saving throw against a magical effect but haven't rolled yet.Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.
Source Character Guide pg. 49
Tail Toxin
Kobold Poison
Frequency once per day
Requirements You are wielding a piercing or slashing weapon.
You apply your tail's venom to a piercing or slashing weapon. If your next Strike with that weapon before the end of your next turn hits and deals damage, you deal persistent poison damage equal to your level to the target.
Source Advanced Player's Guide pg. 14
Threatening Approach
You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is Frightened 2 instead of frightened 1
Source Character Guide pg. 57
Feat Actions
Call Upon the Brightness
Trigger You attempt an attack roll, skill check, or saving throw while Performing the course of action from your Augury, but you haven't rolled yetYou gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the Augury was 'woe' and you proceeded anyway.
Source Character Guide pg. 27
Archetype Actions
Absorb into the Aegis
Trigger An enemy casts a spell that targets you or an ally within 15 feet of youYou interpose your shield's ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level.
Source Character Guide pg. 94
Exhale Poison
Arcane Necromancy Poison
Frequency Frequency once per hour
Requirements You were within the area of an inhaled poison within the last minute
You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged.
Source Pathfinder #153: Life's Long Shadow pg. 74
Animal Companion Actions
Badger Rage
Concentrate Emotion Mental
Requirements The Badger isn't Fatigued or Raging.
The Badger enters a state of pure Rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls Unconscious, whichever comes first. It can't voluntarily stop Raging. While raging, the Badger is affected in the following ways.
- It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
- It takes a '1 penalty to AC.
- It can't use actions that have the concentrate trait unless they also have the Rage trait. The Animal Companion can Seek even while raging.
After it has stopped raging, it can't use Badger Rage again for 1 minute.
Source Core Rulebook pg. 215 2.0
Boar Charge
The Boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
Source Advanced Player's Guide pg. 144
Breath Weapon
Frequency once per hourThe Riding Drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.
Source Advanced Player's Guide pg. 145
Cat Pounce
Flourish
The Cat Strides and then Strikes. If it was Undetected at the start of its Cat Pounce, it remains undetected until after the attack.
Source Core Rulebook pg. 215 2.0
Constrict
Requirements The Snake has a smaller creature Grabbed.The Snake deals 12 bludgeoning damage to the Grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized Animal Companion, increase this damage to 20.
Source Core Rulebook pg. 216 2.0
Darting Attack
Flourish
The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.
Source Core Rulebook pg. 216 2.0
Death Roll
Requirements The Crocodile has a creature Grabbed.The Crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the Grabbed creature. If it hits, it also knocks the creature Prone. If it misses, it releases the creature.
Source Advanced Player's Guide pg. 145
Feats of the Fallen
Healing Manipulate
Frequency once per hour
Trigger A creature adjacent to the Vulture is reduced to 0 Hit Points
The Vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized Animal Companion, increase the Hit Points regained to 30.
Source Pathfinder #149: Against the Scarlet Triad pg. 80
Flyby Attack
The Bird Flies and makes a talon Strike at any point along the way.
Source Core Rulebook pg. 215 2.0
Frightning Display
Your Ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While Frightened by this ability, the target is Flat-Footed to your ape.
Source Advanced Player's Guide pg. 144
Gallop
Move
The Horse Strides twice at a +10-foot circumstance bonus to Speed.
Source Core Rulebook pg. 216 2.0
Gnaw
Requirements The Animal Companion's last action was a successful jaws Strike.The Strike's target takes 1d6 persistent bleed damage and takes a -10-foot status penalty to its Speed until it removes the bleed damage. If the Hyena is a specialized Animal Companion, the persistent bleed damage increases to 2d6.
Source Pathfinder #149: Against the Scarlet Triad pg. 80
Grab and Snatch
The Scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes Grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.
Source Advanced Player's Guide pg. 145
Knockdown
Requirements The Animal Companion's last action was a successful jaws Strike.The Wolf automatically knocks the target of its jaws Strike Prone.
Source Core Rulebook pg. 216 2.0
Lurching Rush
The Monitor Lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
Pterosaur Swoop
The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
Sand Stride
Move
The Camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.
Source Pathfinder #149: Against the Scarlet Triad pg. 80
Shred
Requirements The Shark hit with a jaws Strike on its most recent action this turn.The Shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).
Source Advanced Player's Guide pg. 145
Support
Requirements The creature is an animal companion.Your Animal Companion supports you. You gain the benefits listed in the companion type's Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can't Support you.
Source Core Rulebook pg. 215 2.0
Throw Rock
The Arboreal Sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet.
Source Advanced Player's Guide pg. 144
Tongue Pull
Attack
The Cave Gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also Grabbed until the beginning of your next turn.
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Wing Thrash
The Bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.
Source Advanced Player's Guide pg. 144
Familiar Actions
Aeon Stone Reservoir
Your Aeon Wyrd can hold any Aeon Stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any Wayfinder you invest.
Source Pathfinder Society Guide pg. 122
Alter Dweomer
Abjuration Arcane
Frequency once per 10 minutes
Requirements The Dweomercat Cub was targeted by a spell or was within the area of a spell as it was cast since its last turn
Effect
- Abjuration The cub gains a +1 status bonus to AC.
- Conjuration A cloud of fog appears in a 5-foot burst centered on a corner of the cub's space. Anything in the cloud is Concealed.
- Divination The cub gains a +1 status bonus to skill checks.
- Enchantment The cub gains a +1 status bonus to saves.
- Evocation Magical feedback deals 1d6 force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).
- Illusion The cub becomes Invisible. This effect ends if the cub uses a Hostile action, in addition to the normal end conditions.
- Necromancy The cub gains temporary HP equal to your level.
- Transmutation The cub gains a +1 status bonus to attack rolls.
Source Pathfinder Society Guide pg. 122
Breath Weapon
Arcane Evocation Poison
Frequency once per hour
Effect The Faerie Dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is Stupefied 2 and Slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.
Source Advanced Player's Guide pg. 147
Constructed
Your Aeon Wyrd is immune to bleed, death effects, disease, Doomed, Drained, Fatigued, healing, necromancy, nonlethal attacks, Paralyzed, poison, Sickened, and Unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.
Source Pathfinder Society Guide pg. 122
Constructed
Your Poppet is immune to bleed, death effects, disease, Doomed, Drained, Fatigued, healing, necromancy, nonlethal attacks, Paralyzed, poison, Sickened, and Unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.
Source Pathfinder Society Guide pg. 123
Crystalline
Your Aeon Wyrd's crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic damage equal to your level.
Source Pathfinder Society Guide pg. 122
Detect Magic
Your Dweomercat Cub can cast 1st-level Detect Magic as an arcane innate spell.
Source Pathfinder Society Guide pg. 123
Flammable
Your Poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional Familiar Ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness.
Source Pathfinder Society Guide pg. 123
Imp Invisibility
Once per hour, your Imp familiar can cast 2nd-level invisibility on itself as a divine innate spell.
Source Advanced Player's Guide pg. 147
Infernal Temptation
Concentrate Divine Enchantment Evil Fortune
Frequency once per day
Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.
Source Advanced Player's Guide pg. 147
Ink Spray
Arcane Evocation
Frequency once per 10 minutes
Effect The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of Glitterdust except the creature isn't Dazzled, and it can remove its blindness by spending a single action, which has the manipulate trait, to wipe off the ink from their face.
Source Pathfinder Society Guide pg. 122
Magic Scent
Your Spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own.
Source Advanced Player's Guide pg. 147
Ooze Defense
Your Spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours).
Source Advanced Player's Guide pg. 147
Slime Rejuvenation
Your Spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.
Source Advanced Player's Guide pg. 147
Stylus Claws
Your Calligraphy Wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink.
Source Pathfinder Society Guide pg. 122
Alchemical Elixir Actions
Final Surge
Activate Final Surge;Effect You Stride twice. The Drakeheart Mutagen's duration ends.
Source Advanced Player's Guide pg. 253