Rules Index


Chapter 9: Playing the Game / Encounter Mode / Basic Actions

Specialty Basic Actions

Source Core Rulebook pg. 472
These actions are useful under specific circumstances. Some require you to have a special movement type (page 463).

Arrest a Fall Reaction

Source Core Rulebook pg. 472
Trigger You fall.
Requirements You have a fly Speed.
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.

Success You fall gently, taking no damage from the fall.

Avert Gaze Single Action

Source Core Rulebook pg. 472
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.

Burrow Single Action

Move
Source Core Rulebook pg. 472
Requirements You have a burrow Speed.
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.

Fly Single Action

Move
Source Core Rulebook pg. 472
Requirements You have a fly Speed.
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.

Grab an Edge Reaction

Manipulate
Source Core Rulebook pg. 472
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise restrained
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.

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.
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.
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.

Mount Single Action

Move
Source Core Rulebook pg. 472
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you’re already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.

Point Out Single Action

AuditoryManipulateVisual
Source Core Rulebook pg. 472
Requirements A creature is undetected by one or more of your allies but isn’t undetected by you.
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. 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.

Raise a Shield Single Action

Source Core Rulebook pg. 472
Requirements You are wielding a shield.
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.