List of Actions
The following are the actions you can take during combat. You cannot combine them unless otherwise noted.
Attack [1-Action]
You make an attack against a target within your reach. You make a proficiency roll with whatever you are making the attack with.
Attacks of Opportunity [Skilled] [Reaction]
If you see an opening, you can make an attack against an opponent. You can only make an attack of opportunity with a melee weapon you are skilled in the use of (be it unarmed attacks or manufactured weapons). You cannot make an attack of opportunity against opponents you are unaware of.
The following situations trigger an attack of opportunity from a foe:
- Drawing a Weapon: If a creature draws a one- or two-handed weapon within your threatened area. Light weapons do not provoke an attack. Reloading does not provoke an attack of opportunity.
- Ranged Attack: If a creature makes an attack with a ranged weapon within your threatened area.
- Cast a Spell: If a creature casts a spell within your threatened area.
- Moving: If a creature leaves a square you threaten.
- Standing Up: If a creature stands up from being prone within the area you threaten.
- Touch: A touch action provokes an attack of opportunity.
Charge [2-Actions]
You move up to twice your speed in a straight, unobstructed line towards a target and make a single melee attack, you get 1 Free Hero Dice dice on the attack. You must move at least 20 feet before you make the attack. This bonus damage dice stacks with other bonuses to damage. Charging a creature provokes an attack of opportunity if the opponent’s weapon has the “brace” property. You cannot charge with a finesse weapon.
Mounted Charge: If you are mounted you can take the charge action but both you and your mount must spend 2 actions to charge. Use your mount’s speed when determining how far you go (double your mount’s speed). If you have no actions to spend, only your mount charges and attacks.
Direct Minion [1 Action]
Once per turn you can give orders to a creature or creatures under your command, granting them 3 collective actions this turn. They cannot act without you taking this action.
Deeper Rules
- Multiple Action Commands: Using this action you can relay commands for your minion(s) to undertake multiple actions (such as 3 movements, two attacks and a move, etc)
- Multiple Minions: A single Direct Minions action allows you to issue commands to multiple minions under your control. All minions draw from the same pool of 3 actions.
- Minion Attacks: A given minion can only attack once per round.
- Minions of Minions: Minions cannot have minions.
Drawing a Weapon [1-Action]
Drawing a weapon takes an action but can be done as part of an action made to attack or move (including charging). As drawing a weapon provokes an attack of opportunity, the enemy’s attack resolves before the rest of your action is taken. While moving you may decide the square you draw your weapon in. Light weapons can be drawn as a free action and do not provoke an attack of opportunity.
Deeper Rules
- Objects like potions can be drawn in the same fashion as a non-light weapon.
- You may swap between easily available weapons with this same action.
Hide [1-Action]
You make a concerted effort to hide and may move up to half your movement speed. You gain the “hidden” condition so long as there is sufficient cover or obfuscation to provide it. Hide in Plain Sight (Exceptional) If you are Exceptional at Stealth you may hide while not in cover so long as you begin and end your turn in cover.
Identify [1 Action]
It takes 1 action to attempt a skill check to identify a creature, spell, or item.
Influence [2 Actions]
Typically you cannot influence a creature’s attitude with a skill check while in combat, though in certain GM-approved circumstances (such as trying to convince a neutral mercenary to join a battle for pay) it takes 2 actions.
Knockout! [1 Action]
You can make an attack that deals non-lethal damage with this action.
Move [1-Action]
Move a number of squares up to your maximum speed. If you move through a square threatened by an enemy, you provoke an attack of opportunity.
Ride
Your mount is a minion. You can compel it to take a move action while you are riding it and move up to its movement speed. If your mount moves while you are riding it, you cannot also take a move action yourself.
Fly
A creature that can fly can freely move in any direction while in the air. Moving upward (even at a diagonal) costs 2 squares of movement while going in any other direction just costs 1. An unconscious creature or creature who is otherwise unable to fly (such as having their wings bound) plummets to the ground. (See the section on “Falling Damage”. Only creatures with a listed fly speed can use this movement type.
Swim
A creature can swim by making an Aquatic or Athletics check. If you beat the DC you can move via swimming for a turn. Swimming costs 2 squares of movement to move. In deep water, swimming works similarly to flying, in that moving up or down costs 1 additional space of movement.
| DC | Example |
|---|---|
| Easy (10) to Average (15) | A lake, the shore, calm ocean. |
| Challenging (20) to Heroic (30) | Swimming in a storm, giant swells, rapids. |
Deeper Rules
- You can hold your breath for 1 minute without issues. For more information on suffocation, see the environmental rules.
- Creatures with a listed swim speed use that speed when swimming, ignoring the “2 squares of movement” restriction imposed by normal swimming.
- While fighting underwater or while partially submerged you are impaired (1). If you are Professional in the Aquatic skill you ignore this.
Teleportation
If you are moving via teleportation you instantly cease to exist in one location and appear at the new target location. The distance you can travel is defined by the ability that lets you teleport.
Deeper Rules
- You do not “travel” through the intervening space even for an instant. There is no “path of movement” that you must define.
- By default, you must have line of sight and line of effect to your destination.
- You cannot teleport into an occupied square. If you would do so the teleportation effect simply fails and is still expended.
- If you attempt to teleport into an area you can’t move into (such as the area blocks teleportation) the teleportation effect fails and is still expended.
Climb
You can use Athletics to climb. Climbing something like a ladder under normal conditions doesn’t require a skill check but climbing up a siege ladder while under fire would (Average (15) DC). Scaling a cliff face would probably be an Average (15) to Dire (25) check depending on the material and availability of handholds. Scaling a wall or fortification would likewise pose an Average (15) to Dire (25) check. Truly legendary feats like scaling a sheer surface might be a Heroic (30) check.
While climbing, each square requires 2 squares of movement.
Deeper Rules:
- Creatures with a climb speed move at the listed speed while climbing, ignoring the normal “2 squares of movement per square” rule.
- Squeezing
- When moving through squares in an area that is too small for your body to easily fit it takes 3 squares of movement to go through 1 square. While squeezing you gain the “crowded” condition, limiting you only to unarmed attacks and light weapons.
5-Foot Step [1-Action]
Move 1 square. This doesn’t provoke an attack of opportunity.
Deeper Rules
- You cannot use a 5-Foot Step to move via alternative forms of movement like flying, burrowing, or swimming. You can use a 5-Foot Step while mounted if you command your mount to do that.
Potion [1-Action]
Drinking or applying a potion takes an action if you have it in your hand. Drawing one can be done in the same action (so long as it’s easily accessible). This can also be used to apply effects from a potion or poison to a weapon.
Recall Information [1-Action]
A character can attempt to recall information with a skill check with 1 action, though if something requires more in-depth research or access to certain books it may take many hours or days.
Reload [Free Action or 1 Action]
Loading a weapon with ammunition that is easily accessible (in a quiver, a sling pouch, etc) is a free action. A weapon with the “Slow Reload” quality takes 1 action to reload.
Spending Hero Dice
If you wish to spend a Hero Dice from your pool or the party’s pool (with their consent) it does not take an action to do so. It is generally done as part of another action or as a free action. Spending a Hero Dice can be done at any time, interrupting the normal flow of turn order.
Standing/Lying Prone [Free Action]
You can stand up or go prone once per turn as a free action. If you wish to do it multiple times, each time after the first costs 1 action.
Skill Check [Varies]
The kind of action required when skill check is determined by the skill itself. The most common action cost associated with skill checks is 1, but many skill checks cannot be done in combat (as they take “minutes” to perform).
Doing Work [1 Action]
When attempting to do work on a challenge in combat (or a similarly stressful situation) it takes 1 action to do the relevant skill check but you can only attempt it once per turn.
Touch [1 Action]
You touch a hostile creature or evasive object.
This requires an attack roll with your unarmed attack, though it doesn’t cause damage. A touch action is often made as part of another action (such as casting a touch spell); the “1 Action” described above is for when it’s done alone.
Deeper Rules
- Touch Spells: When casting a touch spell you can choose to use your Spellcasting proficiency.
- Willing Targets: You don’t need to roll if the target is consenting to your touch.
- Hostile: Yes, touching a creature without their consent is a hostile action.
Transform [1 Action]
You shift from one form to another.
Lots of classes and abilities use this action to change states; barbarians use the transform action to rage, druids use it to enter their wild aspect, lycanthropes use it to enter their animalistic form, etc.
Deeper Rules
- Multiple Alternate Forms: If you have multiple independent alternate forms, you may use a single Transform action to enter multiple forms.
- For example; if you are a berserker/druid, you can use a single Transform action to enter both your rage state and your wild aspect.
Using a Scroll [Varies]
Using scroll consumes 1 more action than casting the spell itself. You do not need to be able to cast spells to cast a scroll but you must be at least Skilled in the relevant skill;
- Arcane: Arcane Lore
- Divine: Religion
- Nature: Fieldcraft
- Psychic: Arcane Lore
- Weird: Arcane Lore
