Player Core / Chapter 8: Playing the Game / Actions
Source Player Core pg. 418 2.0
These actions are useful under specific circumstances. The Arrest a Fall, Burrow, and Fly actions require you to have a special movement type. The climb and swim Speeds use the corresponding actions from the Athletics skill.Source Player Core pg. 418 2.0Trigger You fall.
Requirements You have a fly Speed.
You attempt your choice of an
Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
Success You take no damage from the fall.
Source Player Core pg. 419 2.0
You avert your gaze from danger, such as a
medusa's gaze. 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 [one-action]
Move Source Player Core pg. 419 2.0Requirements 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 [one-action]
Move Source Player Core pg. 419 2.0Requirements 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.
Manipulate Source Player Core pg. 419 2.0Trigger 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 your choice of an
Acrobatics check or 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 [one-action]
Move Source Player Core pg. 419 2.0Requirements 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.
Auditory Manipulate Visual Source Player Core pg. 419 2.0Requirements 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.
Source Player Core pg. 419 2.0Requirements 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.
Concentrate Source Player Core pg. 419 2.0
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.