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

