Basic Actions

All rules references


ActionTraitsDescription
Aid RDC 15 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary).
Arrest A Fall RUse Acrobatics to slow your fall while flying.
Avert Gaze 1Get a +2 circumstance bonus against visual abilities.
Burrow 1

move

Move up to your burrow Speed.
Crawl 1

move

Move 5 feet while Prone.
Delay 1Select this when your turn begins; take your turn later.
Drop Prone 1

move

Fall Prone.
Dismiss 1

concentrate

End an effect that states that you can dismiss it. Ends the entire effect unless noted otherwise.
Fly 1

move

Move up to your fly Speed. Moving upward counts as difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you're airborne at the end of your turn and didn't Fly this round, you fall.
Grab An Edge 1

manipulate

Try to catch something to stop a fall.
Interact 1

manipulate

Grab an object, open a door, draw an item, or do a similar action.
Leap 1

move

Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
Mount 1

move

Get on an allied animal bigger than you to ride it.
Point Out 1

auditory

manipulate

visual

Reveal unobserved creature.
Raise A Shield 1Put up a shield to get its bonus to AC.
Release F

manipulate

Release something you're holding without triggering reactions.
Seek 1

concentrate

secret

Scan an area for signs of creatures or objects using Perception.
Sense Motive 1

concentrate

secret

See if a creature is lying.
Stand 1

move

You stand up from Prone.
Step 1

move

Move 5 feet without triggering reactions.
Stride 1

move

Move up to your Speed.
Strike 1

attack

Attack with a weapon or unarmed attack.
Sustain 1

concentrate

Extend the duration of one effect that has a sustained duration or benefit when you sustain it. An extended duration lasts until the end of your next turn.
Take Cover 1Gain cover, or get greater cover if you have cover.

Speaking

As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a Deception skill check to Lie, require spending actions and follow their own rules. All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.


Section: Playing the GamePathfinder Player Core pg. 416-419