0% found this document useful (0 votes)
226 views2 pages

Action Cards

Uploaded by

Aquele Pedro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
226 views2 pages

Action Cards

Uploaded by

Aquele Pedro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

ATTACK MOVE MOVE Acrobatics MOVE Athletics

STRIKE (CRB 471) STRIDE (CRB 471) TUMBLE THROUGH (CRB 240) LONG JUMP (CRB 242)
Target one creature within reach or within range. Move up to your speed. Stride up to your speed. Can try to move through Stride 10 feet and make horizontal leap in
Roll attack roll (CRB 446), against target's AC. the space of one enemy. sdirection of stride. Automatic fail for incorrect
STEP (CRB 471)
✓✓asdeal✓ damage
but deal double damage (CRB 451).
Move 5 feet. Doesn't trigger AoO. Can't step into
Roll acrobatics check
Against enemy's Reflex DC as soon as you try to
stride. Can't leap farther than your speed.
Roll athletics check against total distance of leap
✓ (CRB 450). difficult terrain. Can use land Speed only. enter enemy's space. (e.g. DC20 to leap 20 feet covering 15 feet gap).

ESCAPE (CRB 470)


Requirements Speed is at least 10 feet.
✓ move through enemy space it as difficult
terrain. If you can't move past all enemy's
✓ Leap to desired distance
Try escaping from being grabbed, immobilized or LEAP (CRB 470) space, you get failure. ✗ Leap using default distance (see Leap action)
restrained.
Target 1 creature, object, hazard, or other effect
Careful short jump landing. Horizontal distances:
Your speed | Horizontal distance | Max gap ✗ movement ends; trigger reaction as if ✗✗ as ✗, but also fall and land prone
moved out of the square.
Roll using unarmed attack modifier 15-29
30+
10 feet
15 feet
5 feet
10 feet
HIGH JUMP (CRB 242)
Against Athletics DC for grab, Thievery DC if tied
up, spell DC or Escape DC. Vertical leap: 3 feet vertically, 5 feet horizontally
Balance (CRB 240) Stride 10 feet and make vertical leap.
Move across narrow surface with Acrobatics check. Roll athletics check against DC 30.
✓✓as success but then can stride up to 5 feet. For greater distances use Athletics skill.
✓✓move up to your speed. ✓✓8vertical
feet vertical + 5 feet horizontal or 5 feet
✓ get free and remove all 3 conditions
imposed by target.
CRAWL (CRB 470) ✓ move treating it as difficult terrain. ✓ increase
+ 10 feet horizontal.
vertical distance to 5 feet.
Move 5 feet by crawling.
✗✗ not free and can't attempt Escape until Requirements prone & Speed is at least 10 feet. ✗ remain stationary or fall and end turn.
✗ Leap using default distances.
your next turn. ✗✗ fall and end turn.
✗✗ Can't leap and fall prone in your space.

ATTACK Athletics ATTACK Athletics ATTACK Athletics trained MENTAL Deception

GRAPPLE (CRB 242) SHOVE (CRB 243) DISARM (CRB 243) CREATE A DIVERSION (CRB 245)
Push opponent away from you. Knock something out of an opponent's grasp. Draw creatures' attention elsewhere.
Attempt to grab or restrain opponent. Requirements at least 1 free hand. The target
Requirements at least 1 free hand. The target Requirements at least 1 free hand. The target Roll single Deception check .
cannot be more than one size larger than you. cannot be more than one size larger than you. Against Perception DC of target creatures.
cannot be more than one size larger than you. Attempt to grab or restrain opponent.
Roll Athletics against Fortitude DC. Roll Athletics against Reflex DC. With any result targets gain a +4 circumstance
Roll Athletics against Fortitude DC. bonus to Perception DCs against your attempts to
After success: restrained or grabbed condition
imposed on target until the end of your next turn ✓✓push opponent up to 10 feet away. You can ✓✓knock the item out of the opponent's Create a Diversion for 1 minute.
unless you move or your opponent escapes Stride after it but must move the same
distance in the same direction.
grasp. It falls to the ground in opponent's
space ✓ you become hidden to target's whose DC
you've beaten. This lasts until the end of
(CRB 470)
✓ same as ✓✓ but only 5 feet push. ✓ you weaken the opponent's grasp on the your turn or until you do anything except
✓✓opponent grabbed.
opponent restrained.
✗✗ fall and land prone
item. Until the start of that creature’s turn, Step or use the Hide or the Sneak action. For

✓ fail to grab and stop imposing condition attempts to Disarm the opponent of that
item gain a +2 circumstance bonus, and the
Strikes creature remains flat‐footed against
that attack, and you then become observed.
✗ caused by earlier Grapple.
TRIP (CRB 243) target takes a –2 circumstance penalty to
attacks withthe item or other checks
If you do anything else, you become
observed just before you act.
Knock an opponent to the ground.
requiring a firm grasp on the item.
✗✗ your grabbed or restrained opponents Requirements same as for SHOVE. ✗ you don't divert attention of creatures
break free. Your target can either grab Roll Athletics against Fortitude DC. ✗✗ you become flat-footed until the start of whose DC was not beaten and those
creatures aware of your diversion attempt.
you as if succeeded in Grapple, or force
you to fall and land prone ✓✓target falls, lands prone, takes 1d6 B damage. your next turn

✓ target falls and lands prone.


✗✗ you fall and land prone.
CONCENTRATE reactions

TAKE COVER (CRB 471) READY (CRB 470) DELAY (CRB 470) AID (CRB 470)
Requirements You are benefiting from cover, are You prepare to use an action that will occur Change your initiative. Attempt to give ally a circumstance bonus to skill
near a feature that allows you to take cover, or outside your turn. Choose a single action or free Trigger Your turn begins. check or attack roll.
are prone. action you can use, and designate a trigger. Your The rest of your turn doesn’t happen yet. Trigger An ally is about to use an action that
turn then ends. If the trigger you designated You’re removed from the initiative order. requires a skill check or attack roll.
You press yourself against a wall or duck behind occurs before the start of your next turn, you can You can return to the initiative order as a free action Requirements The ally is willing to accept your
an obstacle to take better advantage of cover use the chosen action as a reaction (provided you triggered by the end of any other creature’s turn. This
aid, and you have prepared to help (usually with
(CRB 477). If you would have standard cover, you still meet the requirements to use it). You can’t permanently changes your initiative to the new position.
You can’t use reactions until you return to the initiative action during your turn).
instead gain greater cover, which provides a Ready a free action that already has a trigger. Roll skill check or attack roll against DC20.
order. If you Delay an entire round, then the actions
+4 circumstance bonus to AC; to Reflex saves
against area effects; and to Stealth checks to
Hide, Sneak, or otherwise avoid detection.
If you have a multiple attack penalty and your
readied action is an attack action, your readied
from the Delayed turn are lost, your initiative doesn’t
change. ✓✓+2check.circumstance bonus to the triggering
If you’re a master with the check
you attempted, the bonus is +3, if you’re
Otherwise, you gain the benefits of standard attack takes the multiple attack penalty you had When you Delay, any persistent damage or other legendary, it’s +4.
at the time you used Ready. This is one of the few negative effects that normally occur at the start or end
cover (a +2 circumstance bonus instead). This
lasts until you move from your current space, use times the multiple attack penalty applies when of your turn occur immediately when you use the Delay
action.
✓ +1 circumstance bonus to the triggering
check.
an attack action, become unconscious, or end it’s not your turn.
Any beneficial effects that would end at any point during
this effect as a free action. your turn also end. The GM might determine that other ✗✗ –1 circumstance penalty to the triggering
check.
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.

SECRET MOVE Stealth SECRET Stealth MENTAL CONCENTRATE EMOTION MENTAL Deception trained

SNEAK* (CRB 252) CONCEAL AN OBJECT (CRB 251) AUDITORY Intimidation


FEINT (CRB 246)
MANIPULATE
Try to make an opponent flat-footed.
Move while becoming or staying undetected (CRB 623).
Requirements: Hide a small object on your person or DEMORALIZE (CRB 247) Roll Deception against Perception DC of target.
somewhere else. Try to make an opponent frightened
• start of movement: hidden or undetected by creatures.
These creatures will be referred as "initial targets".
• end of movement: concealed from creatures or have
Secret roll of Stealth against Perception DC.
If creature specifically searches for concealed
Target: creature within 30' that you are aware of.
Roll Intimidate against Will DC of target.
✓✓the target is flat-footed against the melee
attacks that you attempt against it before
cover against them (referred as "final targets") object, then it rolls Perception against your If the target does not understand the language the end of your next turn
Secret roll of Stealth against Perception DC of each
"initial target" that is also "final target".
Stealth DC. you are speaking, you’re not speaking a
language, or they can’t hear you, you take a –4
✓ the target is flat-footed against the next
melee attack that you attempt against it
Special: if you started undetected and can't be observed HIDE (CRB 251)
circumstance penalty to the check before the end of your current turn
by creature, then critical fails against this creature Attempt to become hidden (CRB 620). With any result the target is temporarily immune
become fails instead, and you remain undetected by it
even if you loose cover and concealment. Use cover
Requirements cover (CRB 477) or concealed (CRB
618).
to your attempts to Demoralize it for 10 minutes. ✗✗ you are flat-footed against melee attacks
the target attempts against you until the
bonuses but ignore extra from "Take cover"

✓ you are undetected by creature during and after move.


Secret roll of Stealth against Perception DC of ✓✓the target becomes frightened 2. end of your next turn.
You become observed if you do anything except Hide,
each creature.
✓ the target becomes frightened 1 (CRB 620).
Sneak, or Step. On Strike creature is flat-footed
against that attack, and then you become observed. ✓ gain or retain hidden condition. If you loose cover
and concealment then you become observed
Creature can Seek you to make you hidden. (CRB 621). You become observed if you do
✗ you remain hidden but not undetected anymore anything except Hide, Sneak, or Step.
On Strike creature is flat-footed against that
✗✗ you are observed by creature during and after
move. Note: special handling for "invisibility"! attack, and then you become observed.
* description is agressively shortened! Please refer to CRB for exact wording! Creature can Seek you to make you observed.

You might also like