Вы находитесь на странице: 1из 2

Encounter Mode: Three Actions (on your turn) + one Reaction per round

Degrees of Success

Roll vs. DC Result


10 higher Critical Success!
Higher or equal Success!
Lower Failure
10 lower Critical failure
A natural 20 improves your degree of success by one step. A natural 1 worsens your
degree of success by one step.

Bonuses and Penalties

Other than your proficiency bonus, there are three types of bonuses and penalties.
These are circumstance, item and status. Bonuses and penalties don’t stack
(you only apply the highest bonus of each type, and the biggest penalty of each type).

Hero Points

• Spend 1 Hero Point to reroll a check. You must use the second result and can’t do this more than once for the same check.
• Spend all your Hero Points (minimum 1) to avoid death. (page 467)
Spending Hero Points is not an Action.

Secret Checks: A secret check is rolled by the GM, so you don’t know the result!

Actions in Combat

Basic Actions, pages 470-471


↻ Aid You try to help your ally with a task.
◆ Crawl You move 5 feet by crawling.
◇ Delay Hold your turn until later in the initiative order.
◆ Drop prone You fall prone.
◆ Escape You attempt to escape from being grabbed, immobilized, or restrained.
◆ Interact You use your hand or hands to manipulate an object or the terrain.
◆ Leap You take a careful, short jump.
◆◆ Ready You prepare to use an action that will occur after a specific trigger outside your turn.
◇ Release You release something you’re holding in your hand or hands.
◆ Seek You scan an area for signs of creatures or objects. [secret]
◆ Sense motive You try to tell whether a creature’s behaviour is abnormal. [secret]
◆ Stand You stand up from prone.
◆ Step You carefully move 5 feet. Unlike most types of movement, Stepping doesn’t trigger reactions.
◆ Stride You move up to your speed.
◆ Strike You attack with a weapon you’re wielding or with an unarmed attack.
◆ Take cover You press yourself against a wall or duck behind an obstacle to take better advantage of cover.
General Skill Actions, page 239
◆ Recall Knowledge 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. [secret]
Acrobatics (untrained) Actions, page 240
◆ Balance You move across a narrow surface or uneven ground.
◆ Tumble through You try to Stride through the space of an enemy.
Acrobatics (trained) Actions, pages 240-241
◆ Maneuver in flight You try a difficult maneuver while flying. Requirement: You have a fly Speed.
Athletics (untrained) Actions, pages 241-243
◆ Climb You move up, down, or across an incline.
◆ Force open You attempt to forcefully open a door, window, container or heavy gate.
◆ Grapple You attempt to grab an opponent with your free hand.
◆◆ High jump You Stride, then make a vertical Leap and attempt an Athletics check to increase the height.
◆◆ Long jump You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length.
◆ Shove You push an opponent away from you.
◆ Swim You propel yourself through water.
◆ Trip You try to knock an opponent to the ground.
Athletics (trained) Actions, page 243
◆ Disarm You try to knock something out of an opponent’s grasp.
Deception (untrained) Actions, page 245
◆ Create a diversion You attempt to divert creatures attentions from you so you can become Hidden.
Deception (trained) Actions, page 246
◆ Feint With a misleading flourish, you try to make your opponent flatfooted to your next Strike.
Diplomacy (untrained) Actions, page 247
◆ Request You make a request of a creature that’s friendly or helpful to you.
Intimidation (untrained) Actions, page 247
◆ Demoralize With a sudden shout, well-timed taunt, or cutting putdown, you try to frighten an enemy.
Medicine (untrained) Actions, page 248 [Requirement: You have healer’s tools]
◆◆ Administer first aid You perform first aid on an adjacent creature that is dying or bleeding.
Medicine (trained) Actions, pages 248-249 [Requirement: You have healer’s tools]
◆ Treat poison You attempt to treat a patient to prevent the spread of poison.
Nature (untrained) Actions, page 249
◆ Command an animal You issue an order to an animal.
Stealth (untrained) Actions, pages 251-252
◆ Conceal an object You hide a small object on your person (such as a weapon of light Bulk). [secret]
◆ Hide You huddle behind cover or deeper into concealment, trying to become hidden. [secret]
◆ Sneak You attempt to move to another place while becoming or staying undetected. [secret]
Thievery (untrained) Actions, page 254
◆ Palm an object You attempt to palm a small, unattended object without being noticed
◆ Steal You try to take a small object from another creature without being noticed.
Thievery (trained) Actions, page 254
◆◆ Disable a device You attempt to disarm a trap or another complex device.
◆◆ Pick a lock You attempt to pick a lock
Specialty Basic Actions, page 472
↻ Arrest a fall You attempt an Acrobatics check to slow your fall. Requirement: You have a fly Speed.
◆ Avert gaze You avert your eyes from danger (such as a Medusa’s petrifying gaze).
◆ Burrow You dig your way through dirt, sand, or a similar loose material. Requirement: You have a
burrow Speed.
◆ Fly You move through the air. Requirement: You have a fly Speed.
↻ Grab an edge Trigger: You fall from or past an edge or handhold.
◆ Mount You mount or dismount a willing, adjacent creature.
◆ Point out You indicate a creature that you can see to one or more allies. Requirement: A creature is
undetected by one or more of your allies but isn’t undetected by you.
◆ Raise a shield You position your shield to protect yourself, gaining its listed circumstance bonus to AC until the
start of your next turn. Requirements: You are wielding a shield.

Remember to check your Feats and Class abilities for special Actions and Activities your character can use!
Spell Components (page 303)

Material (manipulate): A bit of physical matter consumed in the casting. Requires a free hand to retrieve and manipulate the
material component.

Somatic (manipulate): A specific hand movement or gesture. You can use this component while holding something in your hand,
but not if you are restrained or otherwise unable to gesture freely.

Verbal (concentrate): A vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that
you’re Casting a Spell.

Focus (manipulate): An object that funnels the magical energy of the spell. Requires a free hand to retrieve/hold the focus.

Вам также может понравиться