pathfinder-2-sqlite-MIRROR/data/yaml/tmp-actions.yaml

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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 youre 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 youre a master with the check you,attempted, the bonus is +3, and if youre
legendary, its +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
sources_id: 1
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
sources_id: 1
trigger: null
- actioncategory: Basic
descr: You wait for the right moment to act. The rest of your turn doesnt happen
yet. Instead, youre removed from the initiative order. You can return to the
initiative order as a free action triggered by the end of any other creatures
turn. This permanently changes your initiative to the new position. You cant
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 doesnt 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 cant 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
sources_id: 1
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
sources_id: 1
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 dont get free, and you cant attempt
to Escape again until your next turn.
name: Escape
req: null
source:
- abbr: CRB
page_start: 470
page_stop: 470
sources_id: 1
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
sources_id: 1
trigger: null
- actioncategory: Basic
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 youve 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 youre 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
sources_id: 1
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
sources_id: 1
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 cant 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 its
not your turn.
name: Ready
req: null
source:
- abbr: CRB
page_start: 470
page_stop: 470
sources_id: 1
trigger: null
- actioncategory: Basic
descr: You release something youre 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
sources_id: 1
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
descr: You scan an area for signs of creatures or objects. If youre looking for
creatures, choose an area youre 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 thats far away.\n\nIf youre 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 youre 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 youre 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
sources_id: 1
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
descr: You try to tell whether a creatures 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 creatures mental state, or another appropriate DC
determined by the GM. You typically cant try to Sense the Motive of the same
creature again until the situation changes significantly.\n\n**Critical Success**
You determine the creatures 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 dont know its exact intentions or what magic might be affecting
it.\n**Failure** You detect what a deceptive creature wants you to believe. If
theyre not being deceptive, you believe theyre behaving normally.\n**Critical
Failure** You get a false sense of the creatures intentions.
name: Sense Motive
req: null
source:
- abbr: CRB
page_start: 471
page_stop: 471
sources_id: 1
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
sources_id: 1
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
descr: You carefully move 5 feet. Unlike most types of movement, Stepping doesnt
trigger reactions, such as Attacks of Opportunity, that can be triggered by move
actions or upon leaving or entering a square.\n\nYou cant Step into difficult
terrain (page 475 CRB), and you cant 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
sources_id: 1
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
sources_id: 1
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
descr: You attack with a weapon youre 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 creatures 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
sources_id: 1
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
sources_id: 1
trigger: null
- actioncategory: Specialty Basic
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 items
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 items 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 its not necessary
to break down which one youre providing at a given time. You cant use other
actions or reactions while activating such an item, though at the GMs 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 cant activate
them in an encounter. If combat breaks out while youre 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 cant 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 items 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 its 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 its invested by you.
If the item requires you to Interact with it, you must be wielding it (if its
a held item) or touching it with a free hand (if its another type of item).
source:
- abbr: CRB
page_start: 532
page_stop: 532
sources_id: 1
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
sources_id: 1
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 medusas 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
sources_id: 1
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 cant 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
sources_id: 1
trigger: null
- actioncategory: Specialty Basic
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 spells 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 spells
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 its not necessary to break down which
one youre providing at a given time. You cant use other actions or reactions
while casting such a spell, though at the GMs 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 cant cast them in an encounter. If combat
breaks out while youre 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 cant 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, youve already expended the spell
slot, spent the spells 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
sources_id: 1
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
sources_id: 1
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 dont take falling damage. You can use an action to Fly 0 feet to
hover in place. If youre airborne at the end of your turn and didnt 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
sources_id: 1
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 youve 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
sources_id: 1
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 youre 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
sources_id: 1
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 cant hear or understand you, they must succeed at a Perception
check against the creatures 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
sources_id: 1
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
sources_id: 1
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
sources_id: 1
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 items 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 items 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
sources_id: 1
trigger: null