Class Commands
What each class and archetype can do with the bot: its slash commands, and the abilities its Combat tab and {action} offer.
Each game system has its classes and then its archetypes. Abilities are listed for a character who has the class at 20th level and every one of its feats; yours depends on the level, feats and choices you have. Open a heading to see its commands. An archetype is listed once it has a command or an ability.
Pathfinder 2e246
Classes29
Alchemist13
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Alter Admixture | {action:alter admixture} | exploration | Requirements You are holding or wearing an alchemist's toolkit. Sometimes, you need to adapt your al |
| Artokus's Fire | {action:artokus's fire} | free action (once a round) | Frequency once per round Trigger You use Advanced Alchemy to craft an Alchemist's Fire, and that bom |
| Astonishing Explosion | {action:astonishing explosion} | free action (once per minute) | Frequency once per minute Trigger You use Advanced Alchemy to craft an alchemical bomb that deals sp |
| Chemical Purification | {action:chemical purification} | free action (once a round) | Frequency once per round Trigger You use Quick Alchemy to craft an alchemist's fire or ghost charge, |
| Fermenting Liquors | {action:fermenting liquors} | 1 action (once a day) | An adjacent creature recovers twice your level in HP (once a day). |
| Improvise Admixture | {action:improvise admixture} | 1 action (once a day) | Crafting check to make a few versatile vials on the fly (once a day). |
| Merciful Elixir | {action:merciful elixir} | free action | (Quick Alchemy Elixir of Life, 2+ levels below their advanced alchemy level) the elixir also co |
| Miracle Worker | {action:miracle worker} | free action (once per 100 rounds) | Frequency once every 10 minutes Your alchemical mastery can resuscitate the recently slain. You can |
| Plum Deluge | {action:plum deluge} | 3 actions | throws three vials of the same contact poison into a burst within 60 feet: everyone in it is ex |
| Quick Bomber | {action:quick bomber} | 1 action | You keep your bombs and bomb-related reagents in easy-toreach pouches from which you draw without th |
| Regurgitate Mutagen | {action:regurgitate mutagen} | 1 action | Requirements You are under the effects of a mutagen. You redirect a mutagen within your body to spit |
| Retaliatory Cleansing | {action:retaliatory cleansing} | reaction | Trigger You would take damage from an adjacent creature's Strike. Requirements You're holding holy w |
| Revivifying Mutagen | {action:revivifying mutagen} | 1 action | Under a mutagen: regain 1d6 HP per 2 levels; the mutagen ends. |
Animist28
Slash commands
/tganimist show [alias] [player]
Show an Animist's attuned apparitions, their Lore skills and the vessel spell
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Apparition Cloud | {action:apparition cloud} | reaction | Trigger You are targeted by an attack. Requirements Your familiar is adjacent to you or in your spac |
| Apparition's Enhancement | {action:apparition's enhancement} | free action | After a non-cantrip spell: +1d6 spirit on your Strikes this turn. |
| Apparition's Quickening | {action:apparition's quickening} | 1 action | Your next cantrip or spell 2+ ranks below your highest slot costs one action fewer (once a round). |
| Apparition's Reflection | {action:apparition's reflection} | 1 action | Regain an expended apparition slot 2+ ranks below your highest, then cast an apparition spell with it (once an hour). |
| Avatar (Supreme Incarnation) | {action:avatar (supreme incarnation)} | 2 actions | Cast Avatar from your 10th-rank apparition slot as your primary apparition's avatar form. |
| Banish Falsehoods of Flesh | {action:banish falsehoods of flesh} | 1 action | a check to counteract a polymorph effect on a creature within 30 feet. |
| Blazing Spirit | {action:blazing spirit} | reaction (once per 100 rounds) | A melee hit: resistance equal to your level against it, and the attacker burns (once per 10 minutes). |
| Channeled Protection | {action:channeled protection} | 1 action | In Channeler's Stance after a slot spell: +1 (+2 from rank 7) status to AC and Reflex for you and adjacent allies. |
| Channeler's Stance | {action:channeler's stance} | 1 action | whenever you cast or Sustain an apparition or vessel spell that deals energy damage you gain a |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Cycle of Souls | {action:cycle of souls} | free action | (turn start) Steps, then enters an animist stance they know. |
| Dancing Invocation | {action:dancing invocation} | free action | When you Leap, Step or Tumble Through: also Sustain an apparition spell or vessel spell. |
| Echoing Channel | {action:echoing channel} | 1 action | Your next 2-action Heal or Harm on one creature also echoes to a second creature as the 1-action version, with no extra slot. |
| Fly on Shadowed Wings | {action:fly on shadowed wings} | 2 actions | (once an hour) an attuned apparition becomes wings for 10 minutes: a fly Speed equal to their l |
| Forest's Heart | {action:forest's heart} | 1 action | roots, vines and plant life under your feet fight on your behalf while you stand your ground. |
| Grasping Spirits Spell | {action:grasping spirits spell} | 1 action | Your next ranged single-target spell reaches 30 feet farther and pulls the enemy closer (once per 10 minutes). |
| Grudge Strike | {action:grudge strike} | 2 actions | Requirements Your attuned apparition grants Heraldry Lore or Underworld Lore as an apparition skill. |
| Invocation of Otherworldliness | {action:invocation of otherworldliness} | 1 action | Your spirit familiar becomes incorporeal for 1 minute (precision immunity, physical resistance, force weakness). |
| Jester's Gambol | {action:jester's gambol} | 1 action | carefree, unpredictable movement: you ignore difficult terrain and resist natural threats. |
| Relinquish Control | {action:relinquish control} | free action | As your turn begins: your apparition takes over until your next turn (+4 status against control, a narrower choice of actions). |
| Roaring Heart | {action:roaring heart} | 2 actions | Requirements Your attuned apparition grants Mountain Lore as an apparition skill. You surge forward |
| Shadows Within Shadows | {action:shadows within shadows} | reaction | (about to be detected) the apparition's furtive nature keeps them hidden: the detection check o |
| Spirit Walk | {action:spirit walk} | exploration | Your allied apparitions ward you against the predations of their restless peers. You and allies in a |
| Spirit's Sacrifice | {action:spirit's sacrifice} | free action | When you would die: live, regain twice your level in HP, Wounded at most 1. |
| Spiritual Expansion Spell | {action:spiritual expansion spell} | 1 action | Your next burst, cone or line spell with no duration grows by 5 feet. |
| Spiritual Spellshape Stance | {action:spiritual spellshape stance} | 1 action | once per turn while in this stance, a spellshape feat that normally takes one action is a **fre |
| Whispers of Warning | {action:whispers of warning} | reaction (once per 100 rounds) | Hit but not critically hit: the attacker rolls again and takes the lower (once per 10 minutes). |
Barbarian71
Slash commands
/tgbarbarian dragon <dragon> [alias] [player]
Set which real dragon type your Dragon Instinct is
/tgbarbarian element <element> [damage_type] [alias] [player]
Set which element (and damage type) your Elemental Instinct is
/tgbarbarian giant_weapon <strike> [alias] [player]
Set (or clear) which of your own Strikes is your oversized Giant Instinct weapon
/tgbarbarian animal <animal> [alias] [player]
Set which real animal your Animal Instinct grants
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Adrenaline Rush | {action:adrenaline rush} | reaction (once an hour) | On initiative: ignore encumbered, +2 Athletics, +5 feet Speed for a minute. |
| Animal Rage | {action:animal rage} | 1 action | transforms into their animal with the effects of 3rd-rank Animal Form, using their own statisti |
| Animalistic Brutality | {action:animalistic brutality} | 1 action | deepens their animal instincts: the bestial rage unarmed attack gains backswing, forceful, parr |
| Annihilating Swing | {action:annihilating swing} | 2 actions | You have embraced brute destructive power. You make a melee Strike that ignores any resistances the |
| Barreling Charge | {action:barreling charge} | 2 actions | You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through you |
| Bashing Charge | {action:bashing charge} | 2 actions | Stride twice, bashing through an obstacle with Athletics (+1). |
| Brutal Crush | {action:brutal crush} | 1 action | Requirements Your last action dealt bludgeoning damage using an unarmed Strike granted by a morph or |
| Come and Get Me | {action:come and get me} | 1 action | You open yourself to attacks so you can respond in turn. Until your rage ends, you are Off-Guard, an |
| Corpse-Killer's Defiance | {action:corpse-killer's defiance} | reaction | On destroying an undead: allies get +1 (+2 for 2 rounds) status to attack and damage against undead. |
| Creature Comforts | {action:creature comforts} | reaction | Frightened -1 while polymorphed. |
| Desperate Wrath | {action:desperate wrath} | free action | Trigger Your turn begins, and your current Hit Points are at half your maximum or less. Your blood b |
| Determined Dash | {action:determined dash} | 2 actions | Stride twice, ignoring difficult terrain, greater difficult terrain and penalties to Speed (Ath |
| Disarming Assault | {action:disarming assault} | 1 action | You attack with enough force to knock the weapon out of your foe's hands. Make a melee Strike; if yo |
| Dragon Transformation | {action:dragon transformation} | 1 action | transforms into a Large dragon with the effects of 6th-rank Dragon Form, using their own AC and |
| Dragon's Rage Breath | {action:dragon's rage breath} | 2 actions (once per 100 rounds) | Frequency once per 10 minutes You breathe deeply and exhale powerful energy in a , dealing damage to |
| Dragon's Rage Wings | {action:dragon's rage wings} | 1 action | sprouts dragon wings: while raging a fly Speed equal to their land Speed; landing standing with |
| Elemental Explosion | {action:elemental explosion} | 2 actions | Requirements You're raging, and you haven't used this ability since you last Raged. You unleash the |
| Embrace the Pain | {action:embrace the pain} | reaction | Athletics (Grapple) against the creature that hit you in melee. |
| Farabellus Flip | {action:farabellus flip} | reaction | Trigger An enemy targets you with a melee Strike. Surprisingly agile even in a breastplate and carry |
| Follow-Up Assault | {action:follow-up assault} | 1 action | Requirements You used your previous action to make a melee Strike that missed. Even in the face of f |
| Friendly Toss | {action:friendly toss} | 2 actions | Requirements You are adjacent to an ally and have one or more hands free. You toss your friends arou |
| Furious Finish | {action:furious finish} | 1 action | Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits |
| Furious Sprint | {action:furious sprint} | 2 actions | rushes forward: Stride up to five times in a straight line (eight if they used 3 actions); Athl |
| Furious Vengeance | {action:furious vengeance} | reaction | Trigger An enemy within your melee reach critically hits you with a melee Strike. Your enemy's blow |
| Ghost Wrangler | {action:ghost wrangler} | 1 action | until the start of their next turn their fists gain the ghost touch rune and they can make Stre |
| Giant's Lunge | {action:giant's lunge} | 1 action | until their rage ends, all their melee weapons and unarmed attacks gain **10-foot reach** (no c |
| Giant's Stature | {action:giant's stature} | 1 action | Requirements You are Medium or smaller. You grow to incredible size. You become Large, increasing yo |
| Impaling Thrust | {action:impaling thrust} | 2 actions | Requirements You are wielding a melee weapon that deals piercing damage. You impale your enemy and h |
| Impressive Landing | {action:impressive landing} | reaction | (fall 10+ feet onto solid ground) treats the fall as 10 feet shorter and lands on their feet; t |
| Inner Strength | {action:inner strength} | 1 action | While raging: reduce Enfeebled by 1. |
| Intimidating Strike | {action:intimidating strike} | 2 actions | Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you |
| Mage Hunter | {action:mage hunter} | 2 actions | Requirements You've seen the target Cast a Spell You use your hatred of magic to lash out at a known |
| Meditate on This! | {action:meditate on this!} | 1 action | Access Tian Xia origin You meditate to alter your qi, coloring it with your resentment and anger. Un |
| Moment of Clarity | {action:moment of clarity} | 1 action | pushes back their rage to think clearly: until the end of this turn they can use concentrate ac |
| No Escape | {action:no escape} | reaction | keeps pace with the retreating enemy: Stride up to their Speed, following it and keeping it in |
| Oversized Throw | {action:oversized throw} | 2 actions | Requirements You have one or more hands free. With a great heave, you seize a piece of your surround |
| Penetrating Projectile | {action:penetrating projectile} | 2 actions | Requirements You are wielding a ranged or thrown weapon that deals piercing damage. Your projectiles |
| Perfect Clarity | {action:perfect clarity} | reaction | burns out all their rage: **reroll** the failed attack roll or Will save with a **+2 circumstan |
| Predator's Pounce | {action:predator's pounce} | 1 action | Strides up to their Speed, then Strike. |
| Quaking Stomp | {action:quaking stomp} | 1 action | (once per 10 minutes) stomps up a minor earthquake with the effects of the Earthquake spell usi |
| Rage | {action:rage} | 1 action | Enter your rage (damage bonus, temporary HP). |
| Renewed Vigor | {action:renewed vigor} | 1 action | Through the haze of battle, you quickly recover your raging vigor. You gain temporary Hit Points equ |
| Resounding Blow | {action:resounding blow} | 2 actions | Requirements You are wielding a melee weapon that deals bludgeoning damage. You strike your enemy in |
| Rip and Tear | {action:rip and tear} | 1 action | Requirements Your last action dealt piercing or slashing damage using an unarmed Strike granted by a |
| Scars of Steel | {action:scars of steel} | reaction (once a day) | Resist a physical critical hit: Con modifier + half your level. |
| Scouring Rage | {action:scouring rage} | free action | Trigger You Rage. You emit a powerful surge of instinctual energy when you unleash your anger. Each |
| Shake it Off | {action:shake it off} | reaction (once a day) | Shake it Off: a boost for a time. |
| Share Rage | {action:share rage} | 1 action | stokes an ally's fury: one willing creature within 30 feet gains the effects of the Rage action |
| Silencing Strike | {action:silencing strike} | 1 action | A quick strike to the face or mouth silences your opponent. Make a melee Strike against an enemy. If |
| Spirit's Wrath | {action:spirit's wrath} | 1 action | calls a wisp that makes a melee wisp rush unarmed attack on an enemy within 120 feet: martial p |
| Spirits' Interference | {action:spirits' interference} | 1 action | until their rage ends, anyone making a ranged attack against them must pass a flat check or the |
| Spiritual Guides | {action:spiritual guides} | reaction | (once a day, failed but not critically failed a Perception or skill check) rerolls it and takes |
| Sudden Charge | {action:sudden charge} | 2 actions | With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement withi |
| Sudden Leap | {action:sudden leap} | 2 actions | Barbarian You swing at a foe while mid-leap. Fighter You make an impressive leap and swing while you |
| Sunder Spell | {action:sunder spell} | 2 actions | You draw upon your superstitious fury to destroy a spell. Make a melee Strike with a weapon or unarm |
| Swipe | {action:swipe} | 2 actions | You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the |
| Tangle of Battle | {action:tangle of battle} | reaction | After a critical hit on an adjacent enemy: Grapple it. |
| Terrifying Howl | {action:terrifying howl} | 1 action | While raging: Demoralize every enemy within 30 feet. |
| Thrash | {action:thrash} | 1 action | Requirements You have an enemy Grabbed or Restrained. You thrash your foe around. An enemy you have |
| Towering Transformation | {action:towering transformation} | reaction | Trigger Your size increases due to a polymorph effect. The physical growth of your transformation is |
| Unbalancing Sweep | {action:unbalancing sweep} | 3 actions | Shove or Trip up to three enemies in reach, a check each, one shared penalty. |
| Unstoppable Juggernaut | {action:unstoppable juggernaut} | reaction | End your rage to stay at 1 HP, wounded +2. |
| Vengeful Strike | {action:vengeful strike} | reaction | Trigger A creature within your reach succeeds at an attack against you. Requirements You're under th |
| Vicious Evisceration | {action:vicious evisceration} | 2 actions | You make a vicious strike that maims your enemy. Make a melee Strike. If the Strike hits and deals d |
| Whirlwind Strike | {action:whirlwind strike} | 3 actions | You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. E |
| Whirlwind Toss | {action:whirlwind toss} | 1 action | Thrashes with Collateral Thrash applying to every adjacent enemy, then throws the Grabbed creat |
| Wounded Rage | {action:wounded rage} | reaction | When you take damage: Rage. |
Bard38
Slash commands
/tgbard sharecomposition <composition> <ally_alias> [ally_alias2] [ally_alias3] [alias] [player]
Cast a composition and apply its lasting effect to named allies too (real text: 'you and allies')
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Accompany | {action:accompany} | reaction | (an ally within 30 feet casts) a Performance check at a very high DC for the ally's level, spen |
| All in My Head | {action:all in my head} | reaction | Trigger You would take damage from a Strike or spell that doesn't have the death trait or otherwise |
| Annotate Composition | {action:annotate composition} | exploration | By putting composition to paper, you can create a source of stirring words or song that others can r |
| Bestial Snarling | {action:bestial snarling} | 1 action | Intimidation or Performance against each adjacent enemy's Will DC: Frightened 1 (2 for an animal). |
| Call and Response | {action:call and response} | 1 action | Your next 1-round composition cantrip becomes a call: one ally can extend it by 1 round. |
| Chaotic Spell | {action:chaotic spell} | 1 action | Your next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect. |
| Combat Reading | {action:combat reading} | 1 action | the GM secretly rolls a check against the higher of an engaged enemy's Deception or Stealth DC |
| Courageous Advance | {action:courageous advance} | 1 action | Your next Courageous Anthem lets one ally who gains its bonus use their reaction to Stride. |
| Courageous Assault | {action:courageous assault} | 1 action | With a mighty shout, you can stir an ally to attack. If your next action is to cast the Courageous A |
| Courageous Onslaught | {action:courageous onslaught} | 1 action | You use your performance to orchestrate an onslaught against your enemies. If your next action is to |
| Defensive Coordination | {action:defensive coordination} | 1 action | Your next Rallying Anthem lets you and one ally who gains its bonus Raise a Shield. |
| Earworm | {action:earworm} | exploration | By endlessly repeating a motif, you implant a memorable song that repeats over and over again in you |
| Educate Allies | {action:educate allies} | reaction | (an ally under your composition faces an auditory, illusion, linguistic, sonic or visual effect |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Emotional Push | {action:emotional push} | reaction | An enemy fails its save against your emotion spell: it is Off-Guard to your next attack. |
| Grand Dance | {action:grand dance} | 1 action | From Masquerade of Seasons Stance: Stride up to your Speed, walking on air. |
| Harmonize | {action:harmonize} | 1 action | Your next composition is harmonized: it doesn't end when you cast another composition. |
| Head of the Night Parade | {action:head of the night parade} | 3 actions | they Perform and cast 8th-rank Mad Monkeys three times (apparitions instead of monkeys), each a |
| Helt's Spelldance | {action:helt's spelldance} | 1 action | Performance vs everyone's Perception DC, Stride once or twice, then Cast a Spell. |
| In Tune | {action:in tune} | 1 action | Your next emanation composition spreads from a willing ally within 60 feet instead of you. |
| Inspiring Resilience | {action:inspiring resilience} | reaction | Allies within 30 feet get +1 (+2 vs undead) to their Will save against the triggering effect. |
| Masquerade of Seasons Stance | {action:masquerade of seasons stance} | 1 action | Stance: resistance 5 to water, fire, void or cold (half your level from 12th). |
| Melodious Spell | {action:melodious spell} | 1 action | Your next spell gains the subtle trait; you can fold in a Diversion, Demoralize, Perform or Request. |
| Musical Summons | {action:musical summons} | 3 actions | casts summon animal and a one-action composition spell. |
| Pack Performance | {action:pack performance} | reaction | Trigger A creature counteracts or disrupts the spell you're casting. Requirements You have an animal |
| Pirouette | {action:pirouette} | reaction | Requirements You're in Masquerade of Seasons Stance. Trigger An enemy targets you with a Strike. You |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Resounding Finale | {action:resounding finale} | reaction | End your composition: allies resist the triggering sonic damage, twice its rank. |
| Reverberate | {action:reverberate} | reaction | (sonic damage would hit them) a Performance check against the source's Will DC (a hazard's Fort |
| Ringmaster's Introduction | {action:ringmaster's introduction} | reaction | Requirements The ally hasn't acted in the current combat. Trigger An ally's turn begins. You announc |
| Shared Sight | {action:shared sight} | 1 action | Your next non-cantrip spell on allies gives them your spiritsense for a minute. |
| Triumphant Inspiration | {action:triumphant inspiration} | free action | Trigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack. With a triump |
| True Hypercognition | {action:true hypercognition} | 1 action | instantly uses up to five Recall Knowledge actions (the free-action triggers of Recall Knowledg |
| Unusual Composition | {action:unusual composition} | 1 action | (spellshape) their next auditory or visual composition affects creatures that can witness it wi |
| Vigorous Anthem | {action:vigorous anthem} | 1 action | Your next Courageous Anthem gives you and affected allies temporary HP (3 + your Charisma modifier). |
| Zoophonic Composition | {action:zoophonic composition} | free action | (after casting a composition) Sustains a summon animal spell or Commands an Animal. |
Champion26
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Agile Shield Grip | {action:agile shield grip} | 1 action | Requirements You are wielding a shield with a shield boss or shield spikes in one hand. You change y |
| Banishing Blow | {action:banishing blow} | reaction | Trigger You use your champion's reaction, triggered by a fiend within your reach. The erratic telepo |
| Blessed Counterstrike | {action:blessed counterstrike} | 1 action | Requirements An enemy triggered your champion's reaction since the end of your last turn. You call u |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Defensive Advance | {action:defensive advance} | 2 actions | With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you e |
| Desperate Prayer | {action:desperate prayer} | free action (once a day) | With no Focus Points: gain 1, for a devotion spell only. |
| Devoted Guardian | {action:devoted guardian} | 1 action | An adjacent ward gets +1 AC (+2 with a tower shield) while your shield is raised. |
| Divine Grace | {action:divine grace} | reaction | +2 circumstance to a save against a spell. |
| Enforce Oath | {action:enforce oath} | 1 action | (once an hour) names a creature they swore an oath against: **+1 status** to AC, saves and atta |
| Everdistant Defense | {action:everdistant defense} | reaction | warps space in their aura: each square the attack or creature passes through counts as triple t |
| Everstand Stance | {action:everstand stance} | 1 action | you wield your shield with both hands: the shield boss or spikes weapon die goes up one step, a |
| Everstand Strike | {action:everstand strike} | 1 action | Requirements You are wielding a shield in two hands. Your follow-up blow leaves you an opening to se |
| Expand Aura | {action:expand aura} | 1 action | expands their champion's aura to a **30-foot** radius until the start of their next turn (1 min |
| Faithful Stride | {action:faithful stride} | 2 actions | (riding) Commands an Animal: the mount Strides up to twice its Speed (three times with 3 action |
| Gruesome Strike | {action:gruesome strike} | 1 action | Requirements Your Strikes currently deal extra damage from your champion's reaction. Make a Strike a |
| Impassable Wall Stance | {action:impassable wall stance} | 1 action | You refuse to let foes past your guard. As long as you are in this stance, when you critically hit w |
| Inspiring Resilience | {action:inspiring resilience} | reaction | Allies within 30 feet get +1 (+2 vs undead) to their Will save against the triggering effect. |
| Knock Sense | {action:knock sense} | 1 action | You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Stri |
| Miraculous Intervention | {action:miraculous intervention} | reaction | Disrupt an adjacent enemy's reaction (an attack roll if it outlevels you). |
| Retributive Focus | {action:retributive focus} | free action (once a day) | With an empty focus pool, regain 1 Focus Point when an enemy triggers your reaction (once a day). |
| Sacrifice Armor | {action:sacrifice armor} | reaction | Trigger You are hit by a Strike that deals physical damage. With divine awareness, you twist your bo |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Shield of Reckoning | {action:shield of reckoning} | reaction | (once a round, when an attack on an ally triggers both Shield Block and the champion's reaction |
| Shield Wall | {action:shield wall} | reaction | You and an ally raising a shield next to you have Standard Cover. |
| Smite | {action:smite} | 1 action | You single out one enemy to destroy in your deity's name. Designate one enemy you can see. Until the |
| Steed's Toppling Strike | {action:steed's toppling strike} | 1 action | Requirements An enemy triggered your champion's reaction since the end of your last turn. Those who |
Cleric40
Slash commands
/tgcleric shield <shield> [alias] [player]
Set which real shield your Warpriest Shield Block uses
/tgcleric show [alias] [player]
Show a Cleric's Doctrine and favored-weapon crit-spec note
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Avatar's Protection | {action:avatar's protection} | reaction | (critically hit, with Avatar prepared) casts avatar from their slots: the critical hit is reduc |
| Cast Down | {action:cast down} | 1 action | Your next Heal or Harm to damage one creature knocks it Prone if it takes damage (and slows it on a critical failure). |
| Channel Smite | {action:channel smite} | 2 actions | Cost Expend a Harm or Heal spell. You siphon the energies of life and death through a melee attack a |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Command Undead | {action:command undead} | 1 action | Your next Harm on one undead of level up to yours - 3 controls it unless it saves. |
| Consecrate Spell | {action:consecrate spell} | 1 action | Your next single-target spell on an undead can spend a Focus Point for extra spirit or vitality damage. |
| Dance of Intercession | {action:dance of intercession} | 3 actions | (three times a day) Strides in a dance up to half their Speed with a Performance check; the sec |
| Defensive Recovery | {action:defensive recovery} | 1 action | Your faith provides temporary protection in addition to healing. If the next action you use is to ca |
| Denier of Destruction | {action:denier of destruction} | reaction | (a Heal spell prepared) casts heal on an ally within 30 feet about to take damage, reducing tha |
| Detonating Spell | {action:detonating spell} | 1 action | Your next single-target damage spell also splashes adjacent creatures for its rank. |
| Divine Infusion | {action:divine infusion} | 1 action | Your next Heal or Harm on one creature adds void or vitality damage to its melee Strikes until its next turn. |
| Divine Rebuttal | {action:divine rebuttal} | reaction | Trigger Your ally is about to roll a saving throw against a magical ability of a creature you're adj |
| Divine Weapon | {action:divine weapon} | free action (once a round) | Frequency once per turn Trigger You finish Casting a Spell using one of your divine spell slots on y |
| Ebb and Flow | {action:ebb and flow} | 1 action | Your next 1- or 2-action Heal or Harm also affects a second creature, one harmed and one healed. |
| Echoing Channel | {action:echoing channel} | 1 action | Your next 2-action Heal or Harm on one creature also echoes to a second creature as the 1-action version, with no extra slot. |
| Emblazon Armament | {action:emblazon armament} | exploration | Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spen |
| Heroic Recovery | {action:heroic recovery} | 1 action | The restorative power of your healing invigorates the recipient. If the next action you use is to ca |
| Martyr | {action:martyr} | 1 action | Your next Heal or Harm on one ally costs you 1d8 HP per rank and heals them the same. |
| Miraculous Intervention | {action:miraculous intervention} | reaction | Disrupt an adjacent enemy's reaction (an attack roll if it outlevels you). |
| Prayer-Touched Weapon | {action:prayer-touched weapon} | free action (once a round) | Frequency once per turn Requirements Your most recent action was to cast a non-cantrip divine spell. |
| Premonition of Avoidance | {action:premonition of avoidance} | reaction | +2 circumstance to a save against a hazard. |
| Premonition of Clarity | {action:premonition of clarity} | reaction (once an hour) | Reroll a failed mental save with +2 circumstance (take the second result). |
| Purifying Breeze | {action:purifying breeze} | 1 action | Requirements Your most recent action was to cast a non-cantrip spell with the healing trait. You tra |
| Raise Symbol | {action:raise symbol} | 1 action | Requirements You are wielding a religious symbol. You present your religious symbol emphatically. Yo |
| Rapid Response | {action:rapid response} | reaction | (an ally falls to 0 HP) Strides toward them with a **+10-foot circumstance** bonus to their Spe |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Rebounding Smite | {action:rebounding smite} | reaction | Trigger You miss with your Strike during Channel Smite. The energy from your smite persists for a mo |
| Remediate | {action:remediate} | 1 action | Your next 3-action divine-font Heal or Harm also counteracts one divine effect in its area (once an hour). |
| Restorative Strike | {action:restorative strike} | 2 actions | Requirements You have a Harm or Heal spell you can cast. You balance both sides of the scales, resto |
| Sacred Ground | {action:sacred ground} | exploration (once per 100 rounds) | Frequency once per 10 minutes You pray continuously for 1 minute to call a subtle shadow of your dei |
| Sanctify Armament | {action:sanctify armament} | 1 action | A weapon gains your holy or unholy trait and +2d6 spirit against the opposed trait for a round. |
| Sapping Symbol | {action:sapping symbol} | reaction | (symbol raised, about to take melee damage) a check against the attacker's Will DC; it is immun |
| Sepulchral Sublimation | {action:sepulchral sublimation} | 1 action | Destroy an undead minion; your next necromancy spell (rank up to half its level) costs no slot. |
| Spellshape Channel | {action:spellshape channel} | free action | uses a one-action spellshape they know that can apply to Harm or Heal; its effects apply only t |
| Surging Focus | {action:surging focus} | free action (once a day) | An ally falls to 0 HP: regain 1 Focus Point (once a day). |
| Swift Banishment | {action:swift banishment} | reaction | (critically hit a creature off its home plane, with Banishment prepared) expends the prepared B |
| Through Spell | {action:through spell} | 1 action | Your next spell attack ignores cover from living and undead creatures. |
| Zealous Rush | {action:zealous rush} | reaction | (cast a divine spell on yourself) Strides up to 10 feet, or their full Speed if the spell took |
Commander25
Slash commands
/tgcommander drill <tactics> [squadmate1] [squadmate2] [squadmate3] [squadmate4] [alias] [player]
Prepare tactics from your folio and designate squadmates
/tgcommander tactic <name> [target] [alias] [player]
Signal one of your currently prepared tactics
/tgcommander show [alias] [player]
Show a Commander's Banner and currently drilled squad
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Adaptive Stratagem | {action:adaptive stratagem} | free action | On rolling initiative: swap one prepared tactic for another from your folio. |
| Banner Twirl | {action:banner twirl} | 1 action | You spin your banner in an elaborate pattern that your enemies find inscrutable. You and any ally ad |
| Banner's Inspiration | {action:banner's inspiration} | 1 action | Allies in the aura reduce Frightened by 1 and can roll a new save against a mental effect. |
| Battle Medicine | {action:battle medicine} | 1 action | Patch someone up in combat (a healer's toolkit). |
| Combat Assessment | {action:combat assessment} | 1 action | You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immedi |
| Confusing Commands | {action:confusing commands} | 2 actions | You shout out bewildering but authoritative commands while imitating the voices, linguistic quirks, |
| Defensive Swap | {action:defensive swap} | reaction | You or an adjacent ally is attacked: swap places; the one not targeted becomes the target. |
| Defiant Banner | {action:defiant banner} | 1 action | You and allies in the banner's aura resist physical damage equal to your Intelligence modifier. |
| Demand Surrender | {action:demand surrender} | 2 actions | Requirements You and your allies currently outnumber enemies on the battlefield, and you or an ally |
| Desperate Resuscitation | {action:desperate resuscitation} | 3 actions | (healer's toolkit, a free hand) a check to revive a creature dead for no more than 3 rounds, wi |
| Guiding Shot | {action:guiding shot} | 1 action | Requirements You are wielding a ranged weapon. Your ranged attack helps guide your allies into strik |
| Mercenary Reversal | {action:mercenary reversal} | 2 actions | Requirements You and your allies are currently outnumbered by enemies on the battlefield. Even thoug |
| Pennant of Victory | {action:pennant of victory} | 1 action (once per 100 rounds) | Frequency once per 10 minutes You wave your banner in victory, signaling to your allies that the fig |
| Plant Banner | {action:plant banner} | 1 action | You plant your banner to inspire your allies to hold the line. Plant your banner in a corner of your |
| Quickening Banner | {action:quickening banner} | 1 action (once per 100 rounds) | Frequency once per 10 minutes The sight of your banner urges your allies to strike now. Each ally wi |
| Rallying Banner | {action:rallying banner} | 1 action | (once per 10 minutes) restores Hit Points to each ally in their banner's aura, +1d6 at 10th lev |
| Rapid Assessment | {action:rapid assessment} | free action | (on rolling initiative) a Recall Knowledge check against one creature they are observing. |
| Reactive Interference | {action:reactive interference} | reaction | Disrupt an adjacent enemy's reaction (an attack roll if it outlevels you). |
| Set-Up Strike | {action:set-up strike} | 1 action | Your attack makes it difficult for your enemy to defend themselves against your allies' attacks. Att |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Standard-Bearer's Sacrifice | {action:standard-bearer's sacrifice} | reaction | Trigger An opponent targets an ally with a ranged attack, you are observing both of them, and you ar |
| Unsteadying Strike | {action:unsteadying strike} | 1 action | Your attack makes your opponent more susceptible to follow-up maneuvers from your allies. Make a mel |
Druid45
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bizarre Transformation | {action:bizarre transformation} | 1 action | Your next Untamed Form can change one unarmed attack's damage type. |
| Brutal Crush | {action:brutal crush} | 1 action | Requirements Your last action dealt bludgeoning damage using an unarmed Strike granted by a morph or |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Creature Comforts | {action:creature comforts} | reaction | Frightened -1 while polymorphed. |
| Cryptic Spell | {action:cryptic spell} | 1 action | In natural terrain, your next spell gains the subtle trait. |
| Current Spell | {action:current spell} | 1 action | As you use your magic to manipulate air or water, you spin off some of its currents to form a barrie |
| Defensive Dismissal | {action:defensive dismissal} | reaction | Trigger A creature you're aware of critically succeeds on a Strike against you. Requirements You're |
| Deimatic Display | {action:deimatic display} | 1 action | One Intimidation check against every named enemy's Will DC within 30 feet. |
| Eerie Proclamation | {action:eerie proclamation} | 2 actions (once an hour) | Mark a 10-foot square: the next creature to enter makes a Will save or gains a condition. |
| Eerie Traces | {action:eerie traces} | exploration | The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backw |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Explosive Metamorphosis | {action:explosive metamorphosis} | 1 action | Your next non-cantrip morph or polymorph spell bursts with 1d6 elemental damage per rank. |
| Fiery Retort | {action:fiery retort} | reaction (once per minute) | An adjacent foe hits you in melee: fire damage equal to your level (once a minute). |
| Floral Restoration | {action:floral restoration} | 1 action (once a day) | In healthy plant life: regain a Focus Point and Hit Points (once a day). |
| Form Control | {action:form control} | 1 action | Your next Untamed Form is 2 ranks lower but lasts up to an hour. |
| Garland Spell | {action:garland spell} | 1 action | Your next spell with the plant or fungus trait raises a garland of thorns or vines (difficult and hazardous terrain). |
| Harden Flesh | {action:harden flesh} | 1 action | Resistance 3+ to physical damage until your next turn. |
| Healing Transformation | {action:healing transformation} | 1 action | Your next non-cantrip polymorph on one creature also heals it 1d6 per spell rank. |
| Instinctive Support | {action:instinctive support} | free action | (after a non-cantrip spell targeting only their companion) the companion gains its actions as i |
| Intensified Element Stance | {action:intensified element stance} | 1 action | (after elemental medicine) your Strikes are empowered by the element until the next daily prepa |
| Ley Line Conduit | {action:ley line conduit} | 1 action | Your next spell of rank 5 or lower with no duration doesn't use up the prepared spell (once a minute). |
| Misty Transformation | {action:misty transformation} | reaction | (once a minute, when they transform) wild mists cover the form: creatures in the cloud are Conc |
| Overwhelming Energy | {action:overwhelming energy} | 1 action | Your next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic. |
| Pesh Skin | {action:pesh skin} | 1 action | Requirements You are transformed into a plant by a polymorph spell. Your plant form sprouts hundreds |
| Purifying Spell | {action:purifying spell} | 1 action | Your next Heal on one living creature can also counteract a disease or poison. |
| Raise Menhir | {action:raise menhir} | 2 actions | (once an hour) raises a druidic monument within 30 feet (difficult terrain): choose arcane, div |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Reactive Transformation | {action:reactive transformation} | reaction | transforms with Untamed Form into a shape from the prerequisite feats chosen by the trigger; th |
| Rip and Tear | {action:rip and tear} | 1 action | Requirements Your last action dealt piercing or slashing damage using an unarmed Strike granted by a |
| Sheltering Cave | {action:sheltering cave} | exploration | Requirements You're standing on ground composed of earth, stone, or a similar material. You spend 10 |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Snowdrift Spell | {action:snowdrift spell} | 1 action | Your next air, water or cold spell (no fire) fills the squares around one affected creature on the ground with difficult snow. |
| Sow Spell | {action:sow spell} | 1 action | Your next 1- or 2-action spell plants itself in an adjacent square to spring later as a reaction. |
| Spring Eerie Proclamation | {action:spring eerie proclamation} | free action | A creature entered your marked square: it makes the Will save now. |
| Storm Retribution | {action:storm retribution} | reaction | (a critical hit in melee, with a Focus Point) casts Tempest Surge on the attacker and pushes it |
| Thunderclap Spell | {action:thunderclap spell} | 1 action | Your next electricity area spell with a save deafens those who fail Reflex for a round (and knocks them prone on a critical failure). |
| Too Much to Swallow | {action:too much to swallow} | reaction | (subject to an effect they could Escape) casts Untamed Form: if the new form is too large for t |
| Toppling Transformation | {action:toppling transformation} | reaction | Your size grows: Shove or Trip an adjacent creature. |
| Towering Transformation | {action:towering transformation} | reaction | Trigger Your size increases due to a polymorph effect. The physical growth of your transformation is |
| True Shapeshift | {action:true shapeshift} | 2 actions (once an hour) | Requirements You're under the effects of Untamed Form Effect You change into any other shape on your |
| True Shapeshifter | {action:true shapeshifter} | 2 actions | casts Nature Incarnate once a day even if it isn't prepared, as a kaiju (or a green man with Pl |
| Verdant Presence | {action:verdant presence} | reaction | (once an hour) small plants and fungi burst up around them: squares become light undergrowth (d |
| Verdant Rest | {action:verdant rest} | 1 action (once an hour) | You turn into a tree or other non-creature plant. This has the effect of using One with Plants to tu |
| Verdant Weapon | {action:verdant weapon} | exploration | You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
Exemplar43
Slash commands
/tgexemplar weapon <ikon> <strike> [alias] [player]
Set (or clear) which of your own Strikes is one of your weapon-shaped Ikons
/tgexemplar resistance <ikon> <damage_type> [alias] [player]
Set (or clear) the damage type your Skin Hard as Horn/Pelt of the Beast Ikon is attuned to
/tgexemplar imbue <feat> <ikon> [alias] [player]
Say which ikon an imbued feat is in (again removes it)
/tgexemplar item <ikon> <item> [alias] [player]
Tie a shield, worn or container ikon to an item in your inventory
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| A Challenge for Heroes | {action:a challenge for heroes} | 2 actions | An enemy deals +10 spirit damage to you; allies may Reactive Strike it. |
| As a Thousand Soldiers | {action:as a thousand soldiers} | 2 actions (once an hour) | Frequency once per hour Though you may have stolen from the hive, you've nothing but respect for the |
| Battle Hymn to the Lost | {action:battle hymn to the lost} | 2 actions (once an hour) | Frequency once per hour Your movements in combat are an artistic dirge to those spirits who could no |
| Blinding of the Needle | {action:blinding of the needle} | 2 actions | A Strike; on a hit a Fortitude save or blinded 1 round. |
| Brandish the Gorgon's Gaze | {action:brandish the gorgon's gaze} | 1 action | Raise the aegis: a Shield Block slows the attacker. |
| Break the Sun's Legs | {action:break the sun's legs} | 2 actions | A 9th-rank Darkness burst; greater darkvision. |
| Burn out of Time | {action:burn out of time} | 2 actions | A Strike with +3d8 spirit and +3d8 void damage. |
| Coiling Serpents | {action:coiling serpents} | 2 actions | A ranged Strike; on a hit a Reflex save or immobilized. |
| Complete the Hero's Journey | {action:complete the hero's journey} | 1 action | (once per 10 minutes, after Sparking Transcendence of two ikons with the spark in a third) Spar |
| Extract Vow of Nonviolence | {action:extract vow of nonviolence} | 2 actions | a Diplomacy Request or Intimidation Demoralize against a weapon within 60 feet, at the Will DC |
| Exult in Violence | {action:exult in violence} | 1 action | Requirements You critically hit an enemy this turn. You let out a war cry as your blow lands true, a |
| Fish From the Falls' Edge | {action:fish from the falls' edge} | reaction (once a day) | Frequency once per day Trigger A living creature within 30 feet would die. Requirements Your divine |
| Fleeting Arc through Heaven and Earth | {action:fleeting arc through heaven and earth} | 3 actions | 9d6 spirit + 9d6 weapon damage in a cone; teleport within it. |
| Flow of War | {action:flow of war} | free action (once an hour) | Frequency once per hour Trigger Your turn begins. Divine battle instincts take over your body, letti |
| Forward Gaze Into Life | {action:forward gaze into life} | 2 actions (once an hour) | Frequency once per hour Despite the constant cold of death at your back, you keep your gaze forward |
| Heaven Rains an Ending | {action:heaven rains an ending} | 3 actions | A ranged Strike at -2 against every enemy in a cone, one shared spirit damage roll. |
| Heavy is the Crown | {action:heavy is the crown} | 2 actions | Spirit damage equal to your level in a burst; Will save or kneel. |
| Lightning Swap | {action:lightning swap} | 1 action | Put away what you hold and draw another weapon, two, or a weapon and shield. |
| Mark the Center | {action:mark the center} | 1 action | Mark enemies in a cone for extra precision damage. |
| Only You and I | {action:only you and i} | 1 action | Fate binds an enemy to you; +2 to hit you, saves to move away. |
| Plant Thirty Barbs | {action:plant thirty barbs} | 1 action | A Strike that leaves barbs in the target. |
| Race the Skies | {action:race the skies} | 1 action | A fly Speed for 1 minute. |
| Raise Island | {action:raise island} | 3 actions (once an hour) | Frequency once per hour You churn the sea and fish up stone so your enemies together can receive the |
| Rapid Spark | {action:rapid spark} | free action | (once a day, as the turn begins) Shifts Immanence. |
| Reach for Immortality | {action:reach for immortality} | free action (once a day) | Frequency once per day Your divine spark is now a bonfire in your soul, bringing you to the very cus |
| Rejoice in Solstice Storm | {action:rejoice in solstice storm} | 2 actions (once an hour) | Frequency once per hour You hold your arms out, and the fury of the seasons comes to your jubilant e |
| Rejoin in Flight | {action:rejoin in flight} | 2 actions | Two thrown Strikes against a flanked target. |
| Ringing Challenge | {action:ringing challenge} | 2 actions | Spirit and sonic damage in a cone or emanation, Fortitude vs class DC. |
| Sever Four Dragonfly Wings | {action:sever four dragonfly wings} | 3 actions | Up to four Strikes at different targets until you miss. |
| Shed the Mortal Skin | {action:shed the mortal skin} | 1 action | End persistent fire/acid; glow; a healing herb grows when you're hurt. |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Skirt the Underworld | {action:skirt the underworld} | 2 actions | Invisible, fly; adjacent enemies save or are blinded. |
| Spasm of the Berserker | {action:spasm of the berserker} | 1 action | Enlarge and Moon Frenzy until the end of your next turn. |
| Strike Rivers, Seize Winds | {action:strike rivers, seize winds} | free action (once an hour) | Frequency once per hour; see text Through sheer physical force, you can wrestle a river, lasso the w |
| Tangle in Riddle | {action:tangle in riddle} | 1 action | Will save vs class DC: stupefied, confused on a critical failure. |
| Topple the Pillar of Heaven | {action:topple the pillar of heaven} | 2 actions | Damage along a 60-foot line, Reflex vs class DC. |
| Topple the Titans | {action:topple the titans} | 1 action | After tripping a bigger foe: your Athletics result trips everything within 10 feet of it. |
| Unravel the Future | {action:unravel the future} | 1 action | A +1 status bonus retroactively to turn a failure into a success. |
| Vow of Mortal Defiance | {action:vow of mortal defiance} | 1 action | Swear to defeat a holy or unholy creature: +1d6 spirit when you damage it. |
Fighter87
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Advantageous Assault | {action:advantageous assault} | 1 action | After compromising your enemy's movement, you deliver a more deadly blow. Make a Strike against a cr |
| Aggressive Block | {action:aggressive block} | free action | After a Shield Block: Shove the foe 5 feet or make it Off-Guard (its choice). |
| Agile Shield Grip | {action:agile shield grip} | 1 action | Requirements You are wielding a shield with a shield boss or shield spikes in one hand. You change y |
| Assisting Shot | {action:assisting shot} | 1 action | Requirements You are wielding a ranged weapon. Using your last shot to gauge your accuracy, you can |
| Barreling Charge | {action:barreling charge} | 2 actions | You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through you |
| Blade Brake | {action:blade brake} | reaction | Anchor your weapon in a surface: forced movement of 20+ feet becomes 5; less, none. |
| Brutal Finish | {action:brutal finish} | 1 action | Requirements You are wielding a melee weapon in two hands. Your final blow can make an impact even i |
| Brutish Shove | {action:brutish shove} | 1 action | Requirements You are wielding a two-handed melee weapon. Using the momentum of your last attack to t |
| Cannonball Fall | {action:cannonball fall} | 1 action | You've learned how to make a quick descent with a sudden stop—directly on an enemy. You intentionall |
| Certain Strike | {action:certain strike} | 1 action | Even when you don't hit squarely, you can still score a glancing blow. Make a melee Strike. It gains |
| Combat Assessment | {action:combat assessment} | 1 action | You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immedi |
| Combat Grab | {action:combat grab} | 1 action | Strike with a hand free; on a hit, grab the target. |
| Cut From the Air | {action:cut from the air} | reaction | Trigger You are the target of a physical ranged Strike. Requirements You're aware of the attack, not |
| Dashing Strike | {action:dashing strike} | 1 action | Requirements You are adjacent to an enemy. Springing away from one foe, you Strike at another. Strid |
| Dazing Blow | {action:dazing blow} | 1 action | Requirements You have a creature Grabbed. You pummel a held foe, hoping to stagger them. Make a mele |
| Dazzling Display | {action:dazzling display} | 1 action | Intimidation against every enemy within 30 feet; they're then immune to it for a minute. |
| Debilitating Shot | {action:debilitating shot} | 2 actions | Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it |
| Desperate Finisher | {action:desperate finisher} | reaction | (after the last action of the turn) uses one action they know with the press trait, then can't |
| Determination | {action:determination} | 1 action (once a day) | End a nonpermanent condition on you, or counteract a spell on you with a Will save. |
| Devoted Guardian | {action:devoted guardian} | 1 action | An adjacent ward gets +1 AC (+2 with a tower shield) while your shield is raised. |
| Disarming Stance | {action:disarming stance} | 1 action | a fencing stance (one one-handed melee weapon, nothing else in your hands): +1 circumstance to |
| Disarming Twist | {action:disarming twist} | 1 action | Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands. |
| Disruptive Stance | {action:disruptive stance} | 1 action | The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. As l |
| Double Shot | {action:double shot} | 2 actions | Requirements You are wielding a ranged weapon with reload 0. You shoot twice in blindingly fast succ |
| Double Slice | {action:double slice} | 2 actions | Requirements You are wielding two melee weapons, each in a different hand. You lash out at your foe |
| Dragging Strike | {action:dragging strike} | 1 action | You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee Stri |
| Dual-Handed Assault | {action:dual-handed assault} | 1 action | Requirements You are wielding a one-handed melee weapon and have a free hand. You snap your free han |
| Dueling Dance (Fighter) | {action:dueling dance (fighter)} | 1 action | wielding a single one-handed melee weapon with nothing else in your hands, you constantly have |
| Dueling Riposte | {action:dueling riposte} | reaction | Trigger A creature within your reach critically fails a Strike against you. Requirements You are ben |
| Everstand Stance | {action:everstand stance} | 1 action | you wield your shield with both hands: the shield boss or spikes weapon die goes up one step, a |
| Everstand Strike | {action:everstand strike} | 1 action | Requirements You are wielding a shield in two hands. Your follow-up blow leaves you an opening to se |
| Exacting Strike | {action:exacting strike} | 1 action | You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strik |
| Farabellus Flip | {action:farabellus flip} | reaction | Trigger An enemy targets you with a melee Strike. Surprisingly agile even in a breastplate and carry |
| Felling Strike | {action:felling strike} | 2 actions | Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying targe |
| Flinging Charge | {action:flinging charge} | 2 actions | You throw a weapon to distract your opponent as you close the gap to begin your assault. You Stride |
| Graceful Poise | {action:graceful poise} | 1 action | With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are |
| Guardian's Deflection (Fighter) | {action:guardian's deflection (fighter)} | reaction | Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally |
| Guiding Finish | {action:guiding finish} | 1 action | Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands. |
| Haft Beatdown | {action:haft beatdown} | 3 actions (once per minute) | Frequency once per minute Requirements You are in Haft Striker Stance. The momentum of each of your |
| Haft Striker Stance | {action:haft striker stance} | 1 action | the haft of your two-handed hammer, spear or polearm is a simple club-group weapon (agile, fine |
| Halyard Strike | {action:halyard strike} | 2 actions | Requirements A rope is within your reach, or you have a rope or grappling weapon in your hand. You'v |
| Impassable Wall Stance | {action:impassable wall stance} | 1 action | You refuse to let foes past your guard. As long as you are in this stance, when you critically hit w |
| Impossible Volley | {action:impossible volley} | 3 actions | Requirements You are wielding a ranged weapon with the volley trait and reload 0. You fire a volley |
| Incredible Aim | {action:incredible aim} | 2 actions | By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. |
| Incredible Ricochet | {action:incredible ricochet} | 1 action | After your first shot singles out your opponent's position, you direct another that ricochets around |
| Intimidating Strike | {action:intimidating strike} | 2 actions | Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you |
| Knight's Retaliation | {action:knight's retaliation} | reaction | Trigger An undead creature within your reach critically fails a Strike against you. You knock the en |
| Knock Sense | {action:knock sense} | 1 action | You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Stri |
| Lightning Swap | {action:lightning swap} | 1 action | Put away what you hold and draw another weapon, two, or a weapon and shield. |
| Lunge | {action:lunge} | 1 action | Requirements You are wielding a melee weapon. You attack an enemy at the edge of your reach. Make a |
| Lunging Stance | {action:lunging stance} | 1 action | Requirements You are wielding a melee weapon. Your body coiled to strike, you can lash out at distan |
| Master of Many Styles | {action:master of many styles} | free action | (at the start of their turn) uses an action with the stance trait. |
| Mirror Shield | {action:mirror shield} | reaction | (shield raised, a caster critically fails a spell attack against their AC) makes a ranged attac |
| Mobile Shot Stance | {action:mobile shot stance} | 1 action | Your shots become nimble and deadly. While you're in this stance, your ranged Strikes don't trigger |
| Multishot Stance | {action:multishot stance} | 1 action | the penalty for Double Shot is reduced to **-1** (**-2** for Triple Shot's three Strikes). Movi |
| Needle in the Gods' Eyes | {action:needle in the gods' eyes} | 2 actions | Leap and Strike twice at one attack penalty. |
| Opening Stance | {action:opening stance} | free action | (on rolling initiative) drops into a stance with a thought: use an action that has the stance t |
| Overwhelming Blow | {action:overwhelming blow} | 3 actions | You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This c |
| Paragon's Guard | {action:paragon's guard} | 1 action | Stance: your shield counts as raised. |
| Parting Shot | {action:parting shot} | 2 actions | Steps, then Strike. |
| Point Blank Stance | {action:point blank stance} | 1 action | a ranged volley weapon loses the volley penalty; a ranged weapon without volley gets **+2 circu |
| Positioning Assault | {action:positioning assault} | 2 actions | Requirements You are wielding a two-handed melee weapon and your target is within your reach. With p |
| Quick Reversal | {action:quick reversal} | 1 action | Requirements You are flanked by at least two enemies. You turn your foes' flanking against them with |
| Reactive Shield | {action:reactive shield} | reaction | Trigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap |
| Rebounding Toss | {action:rebounding toss} | 2 actions | Requirements You are wielding a thrown weapon. You bounce your weapon off one foe to strike another. |
| Reflecting Riposte | {action:reflecting riposte} | reaction | (shield raised or parrying) after a critical success against a spell: a counteract check with t |
| Revealing Stab | {action:revealing stab} | 2 actions | Requirements You are wielding a melee weapon that can deal piercing damage. You drive your piercing |
| Ricochet Stance (Fighter) | {action:ricochet stance (fighter)} | 1 action | You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thro |
| Rock the Boat | {action:rock the boat} | reaction | When knocked down: Athletics vs the creature's Reflex DC to take it down with you. |
| Sever Space | {action:sever space} | 2 actions | Requirements You are wielding a weapon that deals slashing damage or have an unarmed Strike that dea |
| Shatter Defenses | {action:shatter defenses} | 1 action | Requirements A Frightened creature is in your melee reach. Your offense exploits your enemy's fear. |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Shield Wall | {action:shield wall} | reaction | You and an ally raising a shield next to you have Standard Cover. |
| Slam Down | {action:slam down} | 2 actions | You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple the |
| Sleek Reposition | {action:sleek reposition} | 1 action | Requirements You are wielding a finesse weapon or polearm. While your opponent is still recovering f |
| Snagging Strike | {action:snagging strike} | 1 action | Requirements You have one hand free, and your target is within reach of that hand. You combine an at |
| Spear Dancer | {action:spear dancer} | 1 action | Step then Strike, or Strike then Step, with a spear or polearm. |
| Sudden Charge | {action:sudden charge} | 2 actions | With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement withi |
| Sudden Leap | {action:sudden leap} | 2 actions | Barbarian You swing at a foe while mid-leap. Fighter You make an impressive leap and swing while you |
| Swipe | {action:swipe} | 2 actions | You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the |
| Think Twice | {action:think twice} | reaction | Trigger A creature that's frightened targets you with an attack. You make a sudden threat toward a c |
| Twin Riposte | {action:twin riposte} | reaction | Trigger A creature within your reach critically fails to Strike you. Requirements You are benefiting |
| Twinned Defense (Fighter) | {action:twinned defense (fighter)} | 1 action | wielding two melee weapons, you constantly have the benefits of the Twin Parry action. |
| Two-Weapon Flurry | {action:two-weapon flurry} | 1 action | Requirements You are wielding two weapons, each in a different hand. Using the momentum of your prio |
| United Assault | {action:united assault} | 1 action | Through countless battles, you've learned you're stronger when working alongside your allies. Make a |
| Vicious Swing | {action:vicious swing} | 2 actions | A melee Strike that counts as two attacks and deals an extra weapon die on a hit (more at 10th and 18th level). |
| Whirlwind Strike | {action:whirlwind strike} | 3 actions | You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. E |
Guardian39
Slash commands
/tgguardian intercept <ally> <amount> [alias] [player]
Redirect an incoming hit's damage from a nearby ally onto yourself
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aggressive Block | {action:aggressive block} | free action | After a Shield Block: Shove the foe 5 feet or make it Off-Guard (its choice). |
| Armor Break | {action:armor break} | 2 actions | Requirements You are wearing medium or heavy armor that doesn't have the broken condition, and your |
| Armored Counterattack | {action:armored counterattack} | free action | Trigger You use Intercept Attack against a melee Strike and are adjacent to the creature that made t |
| Armored Courage | {action:armored courage} | 1 action (once an hour) | Frequency once per hour Requirements You are wearing medium or heavy armor. You take comfort in the |
| Belly Flop | {action:belly flop} | 1 action | Requirements You are wearing medium or heavy armor and are standing adjacent to a Prone enemy. You c |
| Blanket Defense | {action:blanket defense} | 3 actions | Raises a Shield: until the start of their next turn, each ally that ends a turn adjacent gains |
| Bloody Denial | {action:bloody denial} | 2 actions | You strike a foe with force to prevent them from reacting. Make a Strike. If you hit, the target mus |
| Clang! | {action:clang!} | reaction | Trigger An enemy critically misses a Strike or spell attack roll against your AC. You make a foe pay |
| Clobber | {action:clobber} | 2 actions | Requirements You are wearing medium or heavy armor. With a mighty blow, you send an enemy flying bac |
| Covering Stance | {action:covering stance} | 1 action | at the end of each of your turns choose an adjacent ally: lesser cover until the start of your |
| Defensive Advance | {action:defensive advance} | 2 actions | With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you e |
| Demolish Defenses | {action:demolish defenses} | 2 actions | With a powerful blow, you crack a foe's armor or tough hide, opening it up for further attacks. Make |
| Disarming Intercept | {action:disarming intercept} | free action | After Intercepting a melee attack: Disarm the weapon, no free hand needed. |
| Flying Tackle | {action:flying tackle} | 2 actions | Stride and Leap, then Trip a foe you end next to; a success is a critical success. |
| Guarded Advance | {action:guarded advance} | 1 action | Raise a Shield and Step twice. A Liturgist's Dancing Invocation Sustains a spell with each Step. |
| Hampering Stance | {action:hampering stance} | 1 action | squares in your aura are difficult terrain for your enemies. |
| Juggernaut Charge | {action:juggernaut charge} | 2 actions | Strides, then Strike. |
| Keep Up the Good Fight | {action:keep up the good fight} | reaction (once an hour) | Stay at 1 HP, temporary HP, wounded +1. |
| Lock Down | {action:lock down} | 1 action | Requirements You are in Hampering Stance. You attack an enemy to ensure they can't move beyond your |
| Momentum Strike | {action:momentum strike} | 2 actions | Putting your weight behind your weapon's swing, you can push one enemy into another. Make a melee St |
| Opening Stance | {action:opening stance} | free action | (on rolling initiative) drops into a stance with a thought: use an action that has the stance t |
| Paragon's Guard | {action:paragon's guard} | 1 action | Stance: your shield counts as raised. |
| Proud Nail | {action:proud nail} | 1 action | Requirements Your taunted enemy is Off-Guard because it didn't target you or include you in an area |
| Reactive Shield | {action:reactive shield} | reaction | Trigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap |
| Repositioning Block | {action:repositioning block} | free action | After a Shield Block: Reposition the creature whose attack you blocked. |
| Retaliating Rescue | {action:retaliating rescue} | 2 actions | When an ally is in danger, you can hustle to reach them and punish the foe threatening them. Stride |
| Ring Their Bell | {action:ring their bell} | 1 action | Requirements You are wearing medium or heavy armor, and your taunted enemy is Off-Guard because it d |
| Scattering Charge | {action:scattering charge} | 3 actions | Stride, then Shove up to three creatures in reach (no free hand needed). |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Shield from Arrows | {action:shield from arrows} | reaction | Trigger An adjacent ally is the target of a physical ranged Strike. Requirements You can see the att |
| Shield Wallop | {action:shield wallop} | 1 action | Requirements You are wielding a shield. Attacks with your shield knock the sense out of your foes. M |
| Shielded Attrition | {action:shielded attrition} | 1 action | Raise a Shield and Stride half your Speed: the enemies that could react can't react to your allies' movement. |
| Shielding Taunt | {action:shielding taunt} | 1 action | Raise a Shield, then Taunt a creature (the Taunt is auditory). |
| Shoulder Check | {action:shoulder check} | 1 action | Requirements You are wearing medium or heavy armor. You hit a foe with your armor to throw them off |
| Stomp Ground | {action:stomp ground} | 2 actions | You bring your booted foot down on the ground with enough force to rattle your foes. Each creature i |
| Taunting Strike | {action:taunting strike} | 1 action | The force of your blow causes your enemy to focus their attention on you. Make a Strike. Regardless |
| Tough Cookie | {action:tough cookie} | 2 actions (once a day) | At half HP or less: temporary Hit Points equal to half your maximum, for a minute. |
| Weakening Assault | {action:weakening assault} | 2 actions | With a barrage of blows, you diminish an enemy's strength. Strike an enemy affected by your Taunt tw |
Gunslinger54
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Alchemical Shot | {action:alchemical shot} | 2 actions | (bomb in hand, firearm or crossbow wielded) Interacts to retrieve the bomb and pour it onto the |
| Black Powder Boost | {action:black powder boost} | 1 action | Leaps firing their weapon: **+10 feet** (status) to the distance; with 2 actions a High or Long |
| Blast Lock | {action:blast lock} | 1 action | (loaded firearm) shoots a lock within 10 feet: an attack roll against the DC to Pick the Lock; |
| Blast Tackle | {action:blast tackle} | 2 actions | Requirements You're wielding a two-handed crossbow or a firearm that has the kickback or scatter tra |
| Blood in the Air | {action:blood in the air} | 1 action | Requirements An enemy you've damaged with a ranged weapon during the last minute is Concealed or Hid |
| Bullet and a Broadside | {action:bullet and a broadside} | 1 action | 1 or 2 Requirements You're wielding a firearm or crossbow and are adjacent to a siege weapon. You're |
| Bullet Split | {action:bullet split} | 1 action | Requirements You're wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee |
| Called Shot | {action:called shot} | 2 actions | You target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe' |
| Cannonball Fall | {action:cannonball fall} | 1 action | You've learned how to make a quick descent with a sudden stop—directly on an enemy. You intentionall |
| Cauterize | {action:cauterize} | 1 action | Requirements You're wielding a loaded firearm and you or an adjacent ally are taking persistent blee |
| Cover Fire | {action:cover fire} | 1 action (once a round) | Frequency once per round Requirements You're wielding a loaded firearm or crossbow. You lay down sup |
| Dance of Thunder | {action:dance of thunder} | 3 actions (once per minute) | Frequency once per minute Requirements You're wielding a loaded firearm or crossbow and are not Fati |
| Deadeye | {action:deadeye} | 1 action | relaxes their eyes: until the start of their next turn invisible creatures and objects are mere |
| Deflecting Shot | {action:deflecting shot} | reaction | An ally in range is hit: +2 circumstance to their AC against that attack. |
| Drifter's Juke | {action:drifter's juke} | 2 actions | Step, Strike, Step, Strike -- one ranged with the firearm or crossbow, one melee. |
| Fake Out | {action:fake out} | reaction | forces an enemy to take the threat seriously: an attack roll to **Aid** the ally's triggering a |
| Fight or Flight | {action:fight or flight} | reaction | Access You're from the Shackles Trigger You gain the frightened condition. You've learned to make us |
| Final Shot | {action:final shot} | 3 actions | Requirement You're wielding an unloaded firearm. You jam a triple charge of black powder into your w |
| Flesh Wound | {action:flesh wound} | 1 action | You fire to ensure that even if your shot doesn't land cleanly, it still lands close enough to deal |
| Greenwatch Veteran | {action:greenwatch veteran} | free action | (turn start, fighting a creature they Tracked 10+ minutes) a Recall Knowledge against it: on a |
| Grit and Tenacity | {action:grit and tenacity} | reaction (once an hour) | Reroll a failed Fortitude or Will save with +2 circumstance (once an hour). |
| Gunblade Blitz | {action:gunblade blitz} | 3 actions (once per minute) | Stride and up to three Strikes at different targets; three attacks, penalty only after all. |
| Gunblade Salvo | {action:gunblade salvo} | 1 action | Melee Strike, then on a hit an immediate ranged Strike with +2, as two attacks on the ladder. |
| Hair Trigger | {action:hair trigger} | reaction | Hair Trigger: a Strike with its extra effect. |
| Halyard Strike | {action:halyard strike} | 2 actions | Requirements A rope is within your reach, or you have a rope or grappling weapon in your hand. You'v |
| Headshot | {action:headshot} | 2 actions | Requirements You're wielding a loaded firearm or crossbow. You attempt to finish your target with a |
| Hit the Dirt! | {action:hit the dirt!} | reaction | Trigger A creature you can see attempts a ranged Strike against you. You fling yourself out of harm' |
| Instant Backup | {action:instant backup} | reaction | (their firearm misfires) releases it and Interacts to draw a different weapon needing the same |
| Instant Return | {action:instant return} | reaction | Trigger An enemy misses you with a ranged attack using a type of ammunition appropriate to your weap |
| Nightwave Springing Reload | {action:nightwave springing reload} | 1 action | Leaps and Interacts to reload (or the reverse); as 2 actions the Leap becomes a High or Long Ju |
| Ostentatious Reload | {action:ostentatious reload} | 1 action | (two one-handed firearms) a check against an easy DC for their level: critical success reloads |
| Paired Shots | {action:paired shots} | 2 actions | Requirements You're wielding two weapons, each of which can be either a loaded one-handed firearm or |
| Penetrating Fire | {action:penetrating fire} | 2 actions | Requirements You're wielding a loaded firearm or crossbow. You blast a bullet through one foe and in |
| Phalanx Breaker | {action:phalanx breaker} | 2 actions | Requirements You're wielding a two-handed firearm or a two-handed crossbow. You know that to take ou |
| Pistol Twirl | {action:pistol twirl} | 1 action | Feint at range: Off-Guard to your melee and ranged attacks. |
| Pistolero's Challenge | {action:pistolero's challenge} | 1 action | (auditory) challenges an opponent within 30 feet to a duel with a check against its Will DC; it |
| Quick Draw | {action:quick draw} | 1 action | You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike wit |
| Rebounding Assault | {action:rebounding assault} | 2 actions | Requirements You're wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or sl |
| Redirecting Shot | {action:redirecting shot} | reaction | (an ally missed with a ranged attack) discharges their firearm and rolls a d20; the ally uses t |
| Ricochet Shot | {action:ricochet shot} | 1 action | You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. Attempt |
| Risky Reload | {action:risky reload} | 1 action | Requirements You're wielding a firearm. You've practiced a technique for rapidly reloading your fire |
| Running Reload | {action:running reload} | 1 action | Stride, Step or Burrow/Fly/Swim, then Interact to reload. |
| Scatter Blast | {action:scatter blast} | 2 actions | Requirements You're wielding a loaded firearm that has the scatter trait. You pack your weapon with |
| Seize an Advantage | {action:seize an advantage} | 1 action | Requirements Your last action this turn was to attempt a Dirty Trick against a foe. You take any mom |
| Shattering Shot | {action:shattering shot} | 1 action | Requirements You're wielding a loaded firearm or loaded crossbow and are wearing or holding an alche |
| Smoke Curtain | {action:smoke curtain} | 2 actions | Requirements You're wielding a loaded firearm and are wearing or holding a dose of black powder. You |
| Sniper's Aim | {action:sniper's aim} | 2 actions | You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accur |
| Stab and Blast | {action:stab and blast} | 1 action | Requirements You're wielding a firearm with an attached bayonet or reinforced stock, a fire lance, o |
| Think Twice | {action:think twice} | reaction | Trigger A creature that's frightened targets you with an attack. You make a sudden threat toward a c |
| Trick Shot | {action:trick shot} | 2 actions | Requirements You're wielding a loaded crossbow or firearm. You shoot not at your foe but at an objec |
| Twin Shot Knockdown | {action:twin shot knockdown} | 2 actions | Requirements You're wielding a loaded crossbow or loaded firearm in each hand. You fire at an enemy |
| Two-Weapon Fusillade | {action:two-weapon fusillade} | 1 action | Requirements You're wielding two weapons, each in a different hand. At least one of these weapons mu |
| Unseen Passage | {action:unseen passage} | free action (once a day) | Frequency once per day You have mastered a magical technique for moving through dangerous woodlands |
| Warning Shot | {action:warning shot} | 1 action | Demoralize a foe by firing into the air, at the firearm's maximum range. |
Inventor35
Slash commands
/tginnovation set <item> [alias] [player]
Flag one of your own weapons/armor as your Inventor Innovation
/tginnovation show [alias] [player]
Show your Inventor Innovation and which modifications you can pick
/tginnovation pick <modification> [alias] [player]
Pick (or replace) a modification for your Inventor Innovation
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Celestial Cacophony | {action:celestial cacophony} | 3 actions | Access Tian Xia origin Your weapon contains a detonation chamber that launches fireworks, sparklers, |
| Clockwork Celerity | {action:clockwork celerity} | free action | At the start of your turn: Quickened this turn (unstable). |
| Collapse Armor | {action:collapse armor} | 1 action | takes off or puts on their armor innovation instantly, collapsing into compact form. |
| Collapse Construct | {action:collapse construct} | 1 action | folds their construct companion into a compact carrying form, or back. |
| Deep Freeze | {action:deep freeze} | 2 actions | You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target |
| Devastating Weaponry | {action:devastating weaponry} | 3 actions | You release a volley of projectiles from your weapon, or power it to fly in every direction across t |
| Distracting Explosion | {action:distracting explosion} | reaction | Trigger A creature within your reach uses a concentrate action. Your enemies think they can concentr |
| Duo Dragon Kick | {action:duo dragon kick} | 2 actions | (construct adjacent) Commands the construct to fight alongside them; both Leap in the same dire |
| Electrify Armor | {action:electrify armor} | 1 action | Requirements You are wearing your armor innovation. You electrify your armor to punish foes who dare |
| Engine of Destruction | {action:engine of destruction} | 3 actions | Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden arma |
| Explosive Leap | {action:explosive leap} | 1 action | aims an explosion downward: jumps up to **30 feet** in any direction; they fall after their nex |
| Explosive Maneuver | {action:explosive maneuver} | 1 action | After a hit with your weapon innovation: Grapple, Shove or Trip the foe at the same penalty. |
| Geobukseon Retaliation | {action:geobukseon retaliation} | reaction | Access Tian Xia origin Trigger You would take damage. Your armor has a retractable spike-covered she |
| Guardian Lion Roar | {action:guardian lion roar} | 2 actions | Your innovation is augmented with plates shaped to resemble the gaping maws of guardian lions, which |
| Haphazard Repair | {action:haphazard repair} | 1 action | Repairs their innovation almost immediately (adjacent or worn, with a repair kit), at the cost |
| Helpful Tinkering | {action:helpful tinkering} | 1 action | (once per 10 minutes) a Crafting check against a high DC: for 1 minute an ally's chosen weapon |
| Just the Thing! | {action:just the thing!} | free action (once an hour) | Frequency once per hour Need to balance on a razor's edge, force open an iron door, or persuade a dr |
| Lock On | {action:lock on} | 1 action | designates an enemy: their construct's next Command this turn gives it **+2 circumstance** to a |
| Megaton Strike | {action:megaton strike} | 2 actions | You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful at |
| Megavolt | {action:megavolt} | 2 actions | You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in |
| Negate Damage | {action:negate damage} | reaction | their armor's devices reduce the damage they would take by **15** (by **50** with the unstable |
| No! No! I Created You! | {action:no! no! i created you!} | reaction | (once a minute, their construct would be Confused or Controlled) a counteract attempt against t |
| Oil Fire | {action:oil fire} | 1 action | Requirements You have a foe Grabbed. Your armor includes flame-resistant gauntlets with oil-filled f |
| Overdrive Ally | {action:overdrive ally} | 1 action | Requirements You are currently in overdrive. You quickly fling some of your powered-up mechanisms to |
| Searing Restoration | {action:searing restoration} | 1 action | They told you there was no way that explosions could heal people, but they were fools… Fools who did |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Silk Bracelet | {action:silk bracelet} | 2 actions | Access Tian Xia origin Taking inspiration from Desna's image as a giant silk moth in Tian Xia, you'v |
| Tamper | {action:tamper} | 1 action | Thievery vs an enemy's Reflex DC to hamper its weapon or armor. |
| Unstable Redundancies | {action:unstable redundancies} | free action | (about to flat-check an unstable action) automatically succeeds at the flat check. |
| Wukong Extension | {action:wukong extension} | 1 action | Access Tian Xia origin or worshipper of Sun Wukong Invoking the name of Sun Wukong's extending cudge |
| Xidao Sea Mine Drop | {action:xidao sea mine drop} | 2 actions | Access Tian Xia origin You've rigged your armor innovation with a gizmo that can safely synthesize t |
| You Failed to Account For... This! | {action:you failed to account for... this!} | reaction | (targeted by an attack against their AC) describes a last-second device to protect themself; th |
Investigator18
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| All the Time in the World | {action:all the time in the world} | 3 actions | (once an hour) time stops for everyone else: up to 9 actions in 3 sets of up to 3, using only m |
| Connect the Dots | {action:connect the dots} | 2 actions | (an ally and a non-allied creature in sight) a check against the higher of the creature's Decep |
| Exploit Blunder | {action:exploit blunder} | reaction | Trigger A creature you Devised a Stratagem against on your most recent turn fails or critically fail |
| Foresee Danger | {action:foresee danger} | reaction | (a creature they can see attacks them) the attack roll targets their **Perception DC instead of |
| Greenwatch Veteran | {action:greenwatch veteran} | free action | (turn start, fighting a creature they Tracked 10+ minutes) a Recall Knowledge against it: on a |
| Just as Planned | {action:just as planned} | free action | (once an hour) their next Devise a Stratagem rolls the d20 twice and takes the higher. |
| Just One More Thing | {action:just one more thing} | 1 action | (after failing, not critically failing, a Feint, Request or Demoralize) rerolls the check and u |
| Lead Investigator | {action:lead investigator} | exploration | You spend 1 minute briefing up to four allies about one of your open investigations. Those allies ga |
| Person of Interest | {action:person of interest} | 1 action | (once per 10 minutes) for the next minute they can Devise a Stratagem against the chosen creatu |
| Read the Dust | {action:read the dust} | reaction | learns whether a fallen undead or disabled haunt can return, when, and how to prevent it. |
| Reason Rapidly | {action:reason rapidly} | 1 action | instantly uses up to five Recall Knowledge actions (the free-action triggers of Recall Knowledg |
| Sense the Unseen | {action:sense the unseen} | reaction | After failing to Seek: sense creatures in the area anyway (Undetected becomes Hidden). |
| Share Tincture | {action:share tincture} | 1 action | uses Quick Tincture and the item stays potent until the start of their next turn; they can Inte |
| Surgical Shock | {action:surgical shock} | 1 action | Athletics vs Fortitude: Clumsy or Stupefied 1-3 until the end of your next turn. |
| Suspect of Opportunity | {action:suspect of opportunity} | reaction | uses Person of Interest on the creature that just took a hostile action against them. |
| Trickster's Ace | {action:trickster's ace} | reaction | Your prepared contingency: its spell takes effect on you alone (once until daily prep). |
| Unseen Passage | {action:unseen passage} | free action (once a day) | Frequency once per day You have mastered a magical technique for moving through dangerous woodlands |
| Whodunnit? | {action:whodunnit?} | free action (once a day) | Frequency once per day You carefully consider your case and narrow down some of the details. When yo |
Kineticist124
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aerial Boomerang | {action:aerial boomerang} | 2 actions | A blade of shearing wind races away from you in a . Each creature in the area takes damage with a sa |
| Air Cushion | {action:air cushion} | reaction | (a creature within 60 feet is falling) slows its fall to 60 feet per round and it takes no dama |
| Air Shroud | {action:air shroud} | 1 action | turbulent air fills your kinetic aura: ranged weapon attacks through it take -1 circumstance to |
| All Shall End in Flames | {action:all shall end in flames} | 3 actions | White-hot fire consumes everything in a cataclysmic sphere of death. The fire fills your choice of a |
| Alloy Flesh and Steel | {action:alloy flesh and steel} | 2 actions | become raw metal with the benefits of Ferrous Form until the end of the next turn (Sustain up t |
| Ambush Bladderwort | {action:ambush bladderwort} | 3 actions | You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet. |
| Architect of Flame | {action:architect of flame} | 3 actions | a Wall of Fire within 120 feet, up to 10 feet long and 60 feet high, lasting until the end of t |
| Armor in Earth | {action:armor in earth} | 1 action | stone encases them as medium armor using their highest armor proficiency: AC +4, Dex cap +1, ch |
| Ash Strider | {action:ash strider} | 2 actions | You discorporate into a cloud of whirling ash and Stride. If you have a fly Speed, you can Fly inste |
| Assume Earth's Mantle | {action:assume earth's mantle} | 1 action | rocks cluster around you: you become **Large** (reach +5, or +10 if Tiny) and gain a climb Spee |
| Aura Shaping | {action:aura shaping} | free action | Size your kinetic aura from 5 feet up (20 at most, more from 15th level). |
| Barrier of Boreal Frost | {action:barrier of boreal frost} | 3 actions | a Wall of Ice at a spell rank of **half their level, rounded up**, as a wall only, transparent |
| Beasts of Slumbering Steel | {action:beasts of slumbering steel} | 3 actions | metal elemental mounts for up to five Medium or smaller willing creatures within 30 feet, who c |
| Blazing Wave | {action:blazing wave} | 2 actions | Flames flow out of you in a cascade, engulfing everyone in a . Each creature in the area takes damag |
| Body of Air | {action:body of air} | reaction | (an enemy targets them) becomes living vapor with the effects of Vapor Form until the end of th |
| Born to the Trees | {action:born to the trees} | 2 actions | a willing creature within 30 feet gets a climb Speed equal to its Speed and **+1 circumstance** |
| Burning Demand | {action:burning demand} | 2 actions | You create a faintly glowing sigil (shedding normal light in a 5-foot radius) on the target's body, |
| Burning Jet | {action:burning jet} | 2 actions | Strides up to 40 feet in a straight line ignoring difficult terrain and without reactions (60 f |
| Calcifying Sand | {action:calcifying sand} | reaction | Trigger A creature damages you with an attack using an unarmed attack or a non-reach melee weapon. Y |
| Call the Hurricane | {action:call the hurricane} | 2 actions | Massive waves spiral around you, with you as the eye of the hurricane. The waves appear in a , or a |
| Chain Infusion | {action:chain infusion} | free action | (infusion) if their next Elemental Blast hits, they attempt a new ranged Elemental Blast from t |
| Clear as Air | {action:clear as air} | 2 actions | Compact layers of air diffract and bend light around your body, making you appear as clear as the sk |
| Command Elemental | {action:command elemental} | 2 actions | You grasp the animating force within an elemental creature and bend it to your will. Choose a trait |
| Conductive Sphere | {action:conductive sphere} | 2 actions | A floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be target |
| Consume Power | {action:consume power} | reaction | Take acid, electricity, fire or sonic damage: resistance equal to your level. |
| Counter Element | {action:counter element} | reaction | Counteract an enemy effect of your element with your class DC - 10. |
| Crawling Fire | {action:crawling fire} | 2 actions | a Small flaming creature appears within 30 feet; they can sense from its space and have their f |
| Crowned in Tempest's Fury | {action:crowned in tempest's fury} | 1 action | a crown of lightning: a creature entering your kinetic aura or ending its turn there takes dama |
| Cyclonic Ascent | {action:cyclonic ascent} | 2 actions | a cyclone lifts them: a **fly Speed** equal to their land Speed or 30 feet (the greater) for 10 |
| Dash of Herbs | {action:dash of herbs} | 2 actions | heals one living creature within 30 feet and lets it make a new save against a malady of the ch |
| Deflecting Wave | {action:deflecting wave} | reaction | (not Off-Guard, aware of the hostile effect) a cascade of water gives resistance to the trigger |
| Desert Wind | {action:desert wind} | 1 action | a vortex of sand: every creature in your kinetic aura (you included) is Concealed to creatures |
| Drifting Pollen | {action:drifting pollen} | 1 action | a creature in your aura when you enter, entering it, or ending its turn there makes a save agai |
| Driving Rain | {action:driving rain} | 3 actions | Heavy drops of rain batter down, hitting like sling stones and impeding vision. Each creature in a w |
| Drowning Mist | {action:drowning mist} | 1 action | mist floods the lungs of air-breathers: your aura is difficult terrain for any creature that ca |
| Effortless Impulse | {action:effortless impulse} | free action | (turn start) Sustains one of their active impulses that can be sustained. |
| Elemental Artillery | {action:elemental artillery} | 3 actions | a Medium wooden ballista appears within 30 feet and shoots a metal bolt: an impulse attack roll |
| Elemental Transformation | {action:elemental transformation} | 1 action | (once a day, gate deactivated) opens the gate to become an Elemental Form (of their element's t |
| Eternal Torch | {action:eternal torch} | 1 action | a magical torch-like flame within 120 feet in any color, as bright and hot as a torch, orbiting |
| Fearsome Familiar | {action:fearsome familiar} | 3 actions | their familiar trades places with an elemental: summons a common elemental creature of level up |
| Flashforge | {action:flashforge} | 2 actions | a level 0, common, handheld metal weapon or piece of gear of 1 Bulk or less forms in the hands |
| Flinging Updraft | {action:flinging updraft} | 2 actions | A speeding wind heeds your call, picking someone up and depositing them nearby. Choose a creature wi |
| Flying Flame | {action:flying flame} | 2 actions | A Tiny shape of flame appears, taking a form of your choice—such as a bird, an arrow, or a simple sp |
| Four Winds | {action:four winds} | 2 actions | up to four willing creatures within 30 feet each Stride half their Speed (or Fly half their fly |
| Fresh Produce | {action:fresh produce} | 1 action | You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The pr |
| Furnace Form | {action:furnace form} | 2 actions | become living flame with the benefits of Fiery Body until the end of the next turn (Sustain up |
| Geologic Attunement | {action:geologic attunement} | 1 action | you gain imprecise tremorsense in your kinetic aura (precise from 13th level), and once a round |
| Ghosts in the Storm | {action:ghosts in the storm} | 1 action | Clouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds |
| Glacial Prison | {action:glacial prison} | 2 actions | Intense cold swirls around your foe, covering it in frost that slows it down and turns its body to i |
| Hail of Splinters | {action:hail of splinters} | 2 actions | A fusillade of jagged splinters flies from you. Creatures in a take damage with a save against your |
| Hardwood Armor | {action:hardwood armor} | 1 action | bark armors them as medium armor using their highest proficiency: AC +3, Dex cap +2, check pena |
| Hedge Maze | {action:hedge maze} | 3 actions | up to 10 hedges in a 30-foot square within 120 feet (10 long, 5 wide, 15 tall; standard cover, |
| Hell of 1,000,000 Needles | {action:hell of 1,000,000 needles} | 3 actions | The landscape fills with monumental filaments of metal. The needles lance into a cube 30 feet on a s |
| Igneogenesis | {action:igneogenesis} | 2 actions | creates a permanent stone object in a 5-foot cube adjacent to them, on solid ground. |
| Ignite the Sun | {action:ignite the sun} | 2 actions | The fires of creation become yours to control. You create a miniature sun in a within 500 feet. A cr |
| Impenetrable Fog | {action:impenetrable fog} | 3 actions | a fog bank within 120 feet: creatures in it are Concealed, creatures outside are concealed to t |
| Imperious Aura | {action:imperious aura} | free action | (turn start) uses a stance impulse that affects their kinetic aura. |
| Infinite Expanse of Bluest Heaven | {action:infinite expanse of bluest heaven} | 3 actions | An illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation o |
| Jagged Berms | {action:jagged berms} | 3 actions | up to six cube-shaped earth mounds within 120 feet (AC 10, Hardness 10, 20 HP, cover), lasting |
| Kindle Inner Flames | {action:kindle inner flames} | 1 action | As a candle can light another, you awaken the latent potential to channel fire in other creatures. Y |
| Lava Leap | {action:lava leap} | 2 actions | You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end |
| Liberating Dive | {action:liberating dive} | 2 actions | You sprout wings with steel feathers, resembling those of the celestial Talmandor. With a powerful f |
| Lightning Dash | {action:lightning dash} | 2 actions | For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyo |
| Lightning Rod | {action:lightning rod} | 3 actions | a 2-action metal Elemental Blast; on a hit extra damage and a rod that gives the target **-1 ci |
| Living Bonfire | {action:living bonfire} | 2 actions | a bonfire of living wood and fire in a 10-foot square within 30 feet burns for 10 hours with th |
| Magnetic Field | {action:magnetic field} | 1 action | choose a polarity (switch it free at the start of each turn): Attract makes metal creatures tre |
| Magnetic Pinions | {action:magnetic pinions} | 3 actions | ranged impulse attack rolls against up to three creatures within 60 feet, **+1 circumstance** a |
| Metal Carapace | {action:metal carapace} | 1 action | rusted metal armors them as medium armor using their highest proficiency: AC +3, Dex cap +2, ch |
| Molten Wire | {action:molten wire} | 2 actions | an impulse attack roll against a creature within 15 feet: on a hit it takes damage and is wrapp |
| Ocean's Balm | {action:ocean's balm} | 1 action | A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It re |
| Omnikinesis | {action:omnikinesis} | 1 action | Replace one impulse feat with another, as reflow elements does. |
| Orchard's Endurance | {action:orchard's endurance} | 1 action | Stance: you and allies in your aura resist bludgeoning and piercing (5, rising with level). |
| Pacifying Infusion | {action:pacifying infusion} | 1 action | If your next action is an impulse, it gains the nonlethal trait. If it has an area, you can exclude |
| Plate in Treasure | {action:plate in treasure} | 1 action | plates an object as the Clad in Metal spell at a rank of **half their level, rounded up**; meta |
| Purify Element | {action:purify element} | 2 actions | purifies up to 1 cubic foot of one of their kinetic elements within 30 feet, removing toxins an |
| Rain of Razors | {action:rain of razors} | 3 actions | Razor-sharp slivers of metal fall from the sky. Each creature in a within 60 feet takes damage with |
| Rain of Rust | {action:rain of rust} | 3 actions | You conjure a red raincloud in a within 60 feet, which pours rust-colored rain directly below it. An |
| Rapid Reattunement | {action:rapid reattunement} | exploration | You spend 10 minutes realigning your elemental connections in an elemental trance. Replace one of yo |
| Rattle the Earth | {action:rattle the earth} | 2 actions | an earthquake from them (a burst or an emanation the size of their aura), unaffecting them; fis |
| Ravel of Thorns | {action:ravel of thorns} | 1 action | thorny vines in your kinetic aura: hazardous terrain, and a creature starting its turn in them |
| Rebirth in Living Stone | {action:rebirth in living stone} | 1 action | Rock overflows from within you to consume your form before cracking open to reveal your body transfo |
| Retch Rust | {action:retch rust} | 2 actions | You exhale tendrils formed from flakes of rusted metal. All creatures in a take damage with a save a |
| Return to the Sea | {action:return to the sea} | 2 actions | a willing creature within 30 feet gets Feet to Fins, water breathing and **+1 status** to AC an |
| Ride the Tsunami | {action:ride the tsunami} | 3 actions | Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all |
| Rising Hurricane | {action:rising hurricane} | 3 actions | A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. You |
| Rock Rampart | {action:rock rampart} | 3 actions | a Wall of Stone up to 40 feet long (+10 per 4 levels), lasting until the end of the next turn ( |
| Roiling Mudslide | {action:roiling mudslide} | 2 actions | You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each cre |
| Rouse the Forest's Fury | {action:rouse the forest's fury} | 3 actions | Terrifying trees attack your enemies. Three Large trees appear in unoccupied spaces within 500 feet, |
| Sand Snatcher | {action:sand snatcher} | 2 actions | a Small or Medium sand figure appears within 30 feet (it can flank) and can Grapple an adjacent |
| Sanguivolent Roots | {action:sanguivolent roots} | 3 actions | Blood-drinking vines grow from the ground in a within 120 feet. Each living enemy in the area has it |
| Scorching Column | {action:scorching column} | 3 actions | With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diam |
| Scrap Barricade | {action:scrap barricade} | 3 actions | Ragged pieces of metal weld together into a ramshackle structure. The barricade is up to 30 feet lon |
| Sea Glass Guardians | {action:sea glass guardians} | 1 action | water guardians race around you, intercepting dangers and healing you and your allies within yo |
| Shard Strike | {action:shard strike} | 2 actions | Jagged metal shards form in the air and lash out from you. You choose shards or spines, which change |
| Shattershields | {action:shattershields} | 1 action | four metal plates float around you: you and allies in your kinetic aura gain **+1 circumstance* |
| Solar Detonation | {action:solar detonation} | 3 actions | Blinding flames explode in a swirling sphere! The detonation fills a within 60 feet of you. Each cre |
| Spike Skin | {action:spike skin} | 2 actions | A willing creature gets resistance 4 to physical damage and spikes for 10 minutes. |
| Steam Knight | {action:steam knight} | 1 action | steam armor in your aura scalds enemies (a creature takes its damage once a round): a **+10-foo |
| Stepping Stones | {action:stepping stones} | 2 actions | rock disks form a path up to 20 feet long across the ground or a liquid, or steps up to 10 feet |
| Storm Spiral | {action:storm spiral} | 3 actions | Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thund |
| Swim Through Earth | {action:swim through earth} | 2 actions | a burrow Speed equal to their land Speed and an immediate Burrow, until the end of their next t |
| The Shattered Mountain Weeps | {action:the shattered mountain weeps} | 3 actions | A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel. Its |
| The Thousand Lashes of the Weeping Willow | {action:the thousand lashes of the weeping willow} | 3 actions | You conjure a massive willow tree, which lashes your foes with a thousand branches. The trunk of the |
| Thermal Nimbus | {action:thermal nimbus} | 1 action | Stance: you and allies in your aura resist cold or fire equal to your level. |
| Tidal Hands | {action:tidal hands} | 2 actions | With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You ei |
| Timber Sentinel | {action:timber sentinel} | 2 actions | conjures a tree within 30 feet as a Protector Tree spell of **half their level, rounded up**; u |
| Torrent in the Blood | {action:torrent in the blood} | 2 actions | A healing wave splashes across creatures in a , its cleansing water driving afflictions from the bod |
| Tree of Duality | {action:tree of duality} | 3 actions | an ephemeral tree within 60 feet spreads pollen: both a healing (vitality) and a harming effect |
| Tremor | {action:tremor} | 2 actions | You unleash a small, localized tremor in a within 30 feet. Each creature in the area takes damage wi |
| Tumbling Lumber | {action:tumbling lumber} | 2 actions | A slew of logs eject from the Plane of Wood and slam into your enemies. They roll in a 10-foot-wide, |
| Turn the Wheel of Seasons | {action:turn the wheel of seasons} | 3 actions | The seasons shift rapidly. This impulse affects a cube 100 feet in each dimension within 1,000 feet. |
| Two-Element Infusion | {action:two-element infusion} | free action | (infusion) their next Elemental Blast takes two kinetic elements: both traits, the higher range |
| Usurp the Lunar Reins | {action:usurp the lunar reins} | 3 actions | The moon has always been connected to the tides, and now you can grasp that connection. You can crea |
| Volcanic Escape | {action:volcanic escape} | reaction | Trigger An enemy in your kinetic aura damages you. Lava reflexively explodes underneath you and the |
| Walk Through the Conflagration | {action:walk through the conflagration} | 2 actions | You fall through your own kinetic gate, leaving behind an effigy of flame and reappearing majestical |
| Weapon Infusion | {action:weapon infusion} | free action | (infusion) shapes their next Elemental Blast like a weapon and may change its damage type to bl |
| Weight of Stone | {action:weight of stone} | 3 actions | A packed cloud of thundering boulders descends from the sky, beating down everyone in its path. The |
| Whirling Grindstone | {action:whirling grindstone} | 2 actions | a flint grindstone appears within 30 feet: an impulse attack roll against a creature adjacent t |
| Whisper on the Wind | {action:whisper on the wind} | 1 action | the Message spell with a 500-foot range, only to a creature surrounded by air (1 mile from 4th |
| Wiles on the Wind | {action:wiles on the wind} | 2 actions | Speaking lies, you set them loose upon a drifting wind. You create an auditory illusion that comes f |
| Winter Sleet | {action:winter sleet} | 1 action | surfaces in your kinetic aura are slippery ice: a creature moving on it falls unless it succeed |
| Winter's Clutch | {action:winter's clutch} | 2 actions | Gleaming flakes of chilling snow fall in a within 60 feet. Each creature in the area takes damage wi |
| Witchwood Seed | {action:witchwood seed} | 2 actions | You touch a creature to implant a malignant seed in its body. The creature takes damage and other ef |
| Wooden Palisade | {action:wooden palisade} | 3 actions | a wooden wall within 120 feet, up to 30 feet long, 20 high and 1 inch thick, with optional ledg |
Magus35
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Capture Magic | {action:capture magic} | reaction | (they resisted a spell) enter Arcane Cascade using the spell's damage type; already in it, they |
| Cascading Ray | {action:cascading ray} | 1 action | (after a successful energy Spellstrike) the energy forms a 120-foot ray from the creature struc |
| Crosscurrent Counter | {action:crosscurrent counter} | reaction | When Grabbed or Restrained: an Athletics Grapple that frees you and pulls the creature adjacent. |
| Dazzling Block | {action:dazzling block} | free action | Trigger You use Shield Block. As your shield blocks an assault, you create a flash of brilliant, mul |
| Devastating Spellstrike | {action:devastating spellstrike} | 2 actions | A Spellstrike with an extra rule (Devastating Spellstrike). |
| Dispelling Spellstrike | {action:dispelling spellstrike} | 3 actions | A Spellstrike with an extra rule (Dispelling Spellstrike). |
| Distant Waterbird's Poise | {action:distant waterbird's poise} | reaction | (hit with a Spellstrike) Leaps, High Jumps or Long Jumps away without triggering reactions from |
| Distracting Spellstrike | {action:distracting spellstrike} | 2 actions | Requirements You have a hand free, and your Spellstrike is charged. You weave distracting magic with |
| Emergency Targe | {action:emergency targe} | reaction | Trigger An enemy you're aware of hits you with a Strike or a spell attack, or you fail a save agains |
| Exploding Bullet | {action:exploding bullet} | 1 action | Requirements You're wielding an unloaded firearm. You load your gun with a bullet forged of magic in |
| Killshot's Report | {action:killshot's report} | reaction | (their Spellstrike reduced an enemy to 0 HP) a secondary target within 10 feet of it is affecte |
| Lunging Spellstrike | {action:lunging spellstrike} | 2 actions | A Spellstrike with an extra rule (Lunging Spellstrike). |
| Maelstrom Flow | {action:maelstrom flow} | 1 action | (once an hour, improvised weapon) grants it the astral, corrosive, extending or frost rune for |
| Magus's Analysis | {action:magus's analysis} | 1 action | You make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recal |
| Meteoric Spellstrike | {action:meteoric spellstrike} | 2 actions | A Spellstrike with an extra rule (Meteoric Spellstrike). |
| Overwhelming Spellstrike | {action:overwhelming spellstrike} | 2 actions | A Spellstrike with an extra rule (Overwhelming Spellstrike). |
| Preternatural Parry | {action:preternatural parry} | reaction | Trigger You're targeted by a Strike or a spell attack, or you're about to roll a saving throw agains |
| Rapid Recharge | {action:rapid recharge} | free action (once a day) | Recharge Spellstrike (once a day). |
| Recharge Spellstrike | {action:recharge spellstrike} | 1 action | Make Spellstrike ready again (concentrate). |
| Recharging Flurry | {action:recharging flurry} | 2 actions | Requirements You're wielding two melee weapons, each in a different hand. The clash of steel fuels y |
| Running Recharge | {action:running recharge} | 1 action | Recharge Spellstrike and Stride half your Speed or Step. |
| Shattering Spellstrike | {action:shattering spellstrike} | 2 actions | Requirements You're in Arcane Cascade stance and wielding an improvised weapon. You intentionally ch |
| Spell Crash | {action:spell crash} | 2 actions | Requirements Your Spellstrike is charged, and you have at least one spell prepared in a spell slot. |
| Spell Parry | {action:spell parry} | 1 action | +1 circumstance to AC and to saves against spells until your next turn. |
| Spell Retaliation | {action:spell retaliation} | free action | After saving against a spell, or an enemy's spell attack misses you: recharge Spellstrike. |
| Spell Swipe | {action:spell swipe} | 3 actions | Requirements Your Spellstrike is charged. You attack in an arc and enact your spell against everyone |
| Spellstrike | {action:spellstrike} | 2 actions | Cast a 1-2 action attack or save spell into a melee Strike (counts as two attacks). |
| Split Spellstrike | {action:split spellstrike} | 2 actions | Requirements You're wielding two melee weapons, each in a different hand, and your Spellstrike is ch |
| Stolen Spell | {action:stolen spell} | free action | (a critical success against an enemy's spell, or its critical spell-attack failure) they can ca |
| Surface Tension | {action:surface tension} | 1 action | (broken weapon) water holds it together: the broken condition is suppressed and it deals extra |
| Sustaining Steel | {action:sustaining steel} | free action | After a slot spell: regain HP equal to its rank (double in Arcane Cascade). |
| Unsheathing the Sword-Light | {action:unsheathing the sword-light} | 2 actions | A Spellstrike with an extra rule (Unsheathing the Sword-Light). |
| Vermillion Threads | {action:vermillion threads} | reaction | Trigger You use Arcane Cascade. Your Arcane Cascade sends threads to the four directions, creating a |
| Whirlpool's Pull | {action:whirlpool's pull} | 1 action | Interacts to pick up an unattended improvised weapon within 15 feet, then Casts a one-action ca |
| Whirlwind Spell | {action:whirlwind spell} | 3 actions | Requirements Your Spellstrike is charged. You combine the might of a multitarget spell with a whirli |
Monk69
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Align Qi | {action:align qi} | reaction (once an hour) | When you cast a monk spell: regain your level + Wisdom in HP (once an hour). |
| Asp Stance | {action:asp stance} | 1 action | You adopt a fluid, sinuous stance, swaying your body, twisting your arms, and shimmying your legs in |
| Blazing Streak | {action:blazing streak} | 3 actions | Requirements You're in Stoked Flame Stance. Stride twice, making Strikes against up to four differen |
| Blazing Talon Surge | {action:blazing talon surge} | 2 actions | Requirements You are in Rain of Embers Stance. You rush forward and latch onto your enemy with talon |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Cobra Envenom | {action:cobra envenom} | 1 action (once per minute) | Frequency once per minute Requirements You are in Cobra Stance. You slightly dislocate your joints t |
| Cobra Stance | {action:cobra stance} | 1 action | You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. W |
| Crane Flutter | {action:crane flutter} | reaction | Trigger You are targeted with an attack by an observed attacker. Requirements You are in Crane Stanc |
| Culvert's Collapse | {action:culvert's collapse} | 1 action | Requirements You are in Flood Stance and were damaged by an enemy since your previous turn. Under yo |
| Deflect Projectile | {action:deflect projectile} | reaction | Trigger You are the target of a physical ranged attack. Requirements You're aware of the attack, are |
| Disrupt Qi | {action:disrupt qi} | 2 actions | You carefully target a creature's pressure points to block its inner life force. Make an unarmed Str |
| Divert Streamflow | {action:divert streamflow} | reaction | Trigger You're damaged by a melee Strike by a creature in your reach. With a brief gesture, you adap |
| Dodging Roll | {action:dodging roll} | reaction | Step, and resist all damage from an area effect equal to your level. |
| Dragon Roar | {action:dragon roar} | 1 action | In Dragon Stance: enemies make a Will save against your Intimidation DC or become Frightened. |
| Electric Counter | {action:electric counter} | reaction | Trigger You would take damage. Requirements You are in Wild Winds Stance. You gain resistance to ele |
| Explosive Death Drop | {action:explosive death drop} | 1 action | (Rain of Embers Stance, a target Grabbed or Restrained) a check against its Fortitude DC for a |
| Five-Gods Ram | {action:five-gods ram} | 3 actions | Requirements You're in Rushing Goat Stance. You attack in an unceasing flurry of charging headbutts. |
| Flinging Blow | {action:flinging blow} | 2 actions | You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling a |
| Flying Kick | {action:flying kick} | 2 actions | You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jum |
| Focused Shot | {action:focused shot} | 1 action | Requirements You are in Monastic Archer Stance. You achieve a state of perfect calm before unleashin |
| Godbreaker | {action:godbreaker} | 3 actions | Requirements You have a creature Grabbed or Restrained. You have mastered an ultimate grappling tech |
| Gorilla Pound | {action:gorilla pound} | 1 action | Requirements You are in Gorilla Stance. You pound your chest before slamming into your foes. Attempt |
| Impossible Technique | {action:impossible technique} | reaction | (unarmored, not fatigued) defies possibility: an enemy's hit rerolls its attack roll and takes |
| Ironblood Stance | {action:ironblood stance} | 1 action | unarmored; their iron sweep unarmed attacks deal 1d8 bludgeoning (brawling; nonlethal, parry, s |
| Ironblood Surge | {action:ironblood surge} | 1 action | In Ironblood Stance: +1 AC and resistance up to your Strength modifier until your next turn. |
| Jellyfish Stance | {action:jellyfish stance} | 1 action | Requirements You are unarmored. You relax your posture and loosen your joints, allowing yourself to |
| Kaiju Stance | {action:kaiju stance} | 1 action | you become **Large** and **Clumsy 1**; the only Strikes you can make are shattering earth attac |
| Knockback Strike | {action:knockback strike} | 2 actions | You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed |
| Lessons of Flux | {action:lessons of flux} | reaction | (once an hour) rerolls the failed Grapple, Reposition, Shove, Trip or Tumble Through check and |
| Lightning Qi | {action:lightning qi} | free action | (once per 10 minutes) their next qi spell that takes 2 or more actions costs one action fewer ( |
| Master of Many Styles | {action:master of many styles} | free action | (at the start of their turn) uses an action with the stance trait. |
| Mixed Maneuver | {action:mixed maneuver} | 2 actions | Two of Grapple, Reposition, Shove and Trip before the penalty rises. |
| Momentous Charge | {action:momentous charge} | 2 actions | Requirements You're in Rushing Goat Stance. You rush into your enemies with great and reckless force |
| Monastic Archer Stance | {action:monastic archer stance} | 1 action | Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait. You e |
| Mountain Quake | {action:mountain quake} | 1 action | Requirements You are in Mountain Stance You stomp, shaking the earth beneath you. Creatures on the g |
| Mountain Stronghold | {action:mountain stronghold} | 1 action | Requirements You are in Mountain Stance You focus on your connection to the earth and call upon the |
| One-Inch Punch | {action:one-inch punch} | 2 actions | You put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. If y |
| Overwhelming Breath | {action:overwhelming breath} | 1 action | You control your breathing and align it with your qi, exhaling with controlled force in order to ove |
| Peafowl Stance | {action:peafowl stance} | 1 action | wielding a monk sword in one hand, the only Strikes you can make are melee Strikes with that sw |
| Peafowl Strut | {action:peafowl strut} | 1 action | Steps twice, then Strike. |
| Pinning Fire | {action:pinning fire} | reaction | Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target. |
| Prevailing Position | {action:prevailing position} | reaction | Leave your stance for +4 to AC or a Reflex save. |
| Qi Center | {action:qi center} | free action | (once a minute) casts a single-action qi spell with the stance trait without spending a Focus P |
| Reflexive Stance | {action:reflexive stance} | free action | (on rolling initiative) enters a stance without a thought: use an action that has the stance tr |
| Rippling Spin | {action:rippling spin} | reaction | (Reflective Ripple Stance, hit by a melee attack) Steps to end within the attacker's reach, the |
| Scattering in Spring | {action:scattering in spring} | reaction | Trigger An enemy within your reach targets you with a melee attack, and you're aware of the attack. |
| Shattering Strike (Monk) | {action:shattering strike (monk)} | 2 actions | The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It by |
| Shooting Stars Stance | {action:shooting stars stance} | 1 action | monk feats and abilities that need unarmed attacks can be used with shuriken instead. |
| Sleeper Hold | {action:sleeper hold} | 1 action | Grapple a held creature: unconscious for a minute on a critical success, Clumsy 1 on a success. |
| Snakebird's Shadow | {action:snakebird's shadow} | 2 actions | Requirements You are in Waterfowl Stance and are wielding a monk weapon from the sword group. Ganhil |
| Swift River | {action:swift river} | free action | At turn's end: end a Speed penalty, Slowed or Immobilized. |
| Tangled Forest Rake | {action:tangled forest rake} | 1 action | Requirements You are in Tangled Forest Stance. You reposition foes with raking attacks. Make a lashi |
| Tangled Forest Stance | {action:tangled forest stance} | 1 action | unarmored; lashing branch attacks deal 1d8 slashing (agile, finesse, nonlethal). Every enemy in |
| Tiger Slash | {action:tiger slash} | 2 actions | Requirements You are in Tiger Stance You make a fierce swipe with both hands. Make a tiger claw Stri |
| Triangle Shot | {action:triangle shot} | 2 actions | Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance. You strin |
| Tributary Circulation | {action:tributary circulation} | 1 action | +2 circumstance to Will saves and saves against poison until your next turn. |
| Vitality-Manipulating Stance | {action:vitality-manipulating stance} | 1 action | You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vi |
| Wake to Strife | {action:wake to strife} | 2 actions | Requirements A creature within your reach is Prone or swimming. You summon the explosive power of a |
| Wall Run | {action:wall run} | 1 action | Strides up to their Speed, running up vertical surfaces at full Speed; if they end off the grou |
| Waterfowl Stance | {action:waterfowl stance} | 1 action | the dandpatta, scimitar, talwar and zulfikar gain the monk trait; Tumbling Through or Leaping o |
| Wave Dashes Rocks | {action:wave dashes rocks} | 1 action | Requirements You have a creature Grabbed or Restrained. You slam an unlucky foe with the tremendous |
| Wave Spiral | {action:wave spiral} | 2 actions (once per minute) | Trip every creature on the ground in a whirlpool, one shared penalty (once a minute). |
| Whirling Blade Stance | {action:whirling blade stance} | 1 action | melee finesse monk weapons gain thrown 10 feet; after a thrown Strike you can make more Strikes |
| Whirling in the Summer Storm | {action:whirling in the summer storm} | 3 actions | Requirements You're in Twisting Petal Stance. Your hands move in a hypnotic and distracting flurry t |
| Whirling Throw | {action:whirling throw} | 1 action | (a creature Grabbed or Restrained) an Athletics check against its Fortitude DC, -2 if it is a s |
| Wild Winds Gust | {action:wild winds gust} | 2 actions | Requirements You are in Wild Winds Stance You build air pressure with repeated motions, before relea |
| Winding Flow | {action:winding flow} | 1 action | (once a round) uses two of Stand, Step and Stride in any order, each at most once. |
| Wolf Drag | {action:wolf drag} | 2 actions | Requirements You are in Wolf Stance You rip your enemy off their feet. Make a wolf jaw Strike. Your |
| World-Breaking Footfall | {action:world-breaking footfall} | 2 actions | Requirements You are in Kaiju Stance and are touching the ground. You slam the ground and unleash a |
Necromancer33
Slash commands
/tgnecromancer consume <thrall> [alias] [player]
Consume a thrall to regain 1 Focus Point (Puppeteer's Consume Thrall)
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Amalgamate | {action:amalgamate} | 1 action | destroys two adjacent thralls within 30 feet, fusing them into a Large thrall (reach 10, Speed |
| Anatomical Quartering | {action:anatomical quartering} | 3 actions | You briefly separate into four forms that share your space. One is made of blood, one of bones, one |
| Beckoning Dirge | {action:beckoning dirge} | free action | (once a day) casts one spell from their dirge this turn without a slot, at most 1 rank below th |
| Blood Pool | {action:blood pool} | reaction | (a creature with blood dies or bleeds within 30 feet) pools its blood on an adjacent square for |
| Body Shield | {action:body shield} | reaction | Trigger A creature targets you with an attack, and you can see the attacker. Requirements You are ad |
| Collateral Reinforcement | {action:collateral reinforcement} | 1 action | for 1 round their thralls are immune to area and splash damage. |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Corrupted Ground | {action:corrupted ground} | 1 action | burns the ground with void energy for 1 minute: a holy creature or psychopomp ending its turn w |
| Desperate Revival | {action:desperate revival} | reaction (once a day) | Stay at 1 HP and drain void damage from creatures around you. |
| Desperate Surge | {action:desperate surge} | 1 action (once per 100 rounds) | Frequency once per 10 minutes You can conjure up at will the kind of strength that most beings only |
| Draining Strike | {action:draining strike} | 1 action (once a round) | Frequency once per turn You draw the life out of your target using both your weapon and your thralls |
| Ectoplasmic Aura | {action:ectoplasmic aura} | 1 action | For the next 10 minutes, you and all allies in a 30-foot emanation from you gain a +1 circumstance b |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Final Spite | {action:final spite} | free action (once per 100 rounds) | Frequency once per 10 minutes Trigger A creature reduces you or a living ally within 30 feet to 0 Hi |
| Ghostly Stride | {action:ghostly stride} | 1 action | Strides up to half their Speed (or Flies half), moving through enemies' spaces without triggeri |
| Hallowed Earth | {action:hallowed earth} | 1 action | sanctifies the earth for 1 minute: an unholy creature ending its turn within 10 feet takes spir |
| Infuse Void | {action:infuse void} | 1 action | Your next damaging grave spell adds void damage equal to its rank, and may return a Focus Point. |
| Instant Army | {action:instant army} | 1 action | (once a day) creates up to **20 thralls** within 120 feet. |
| Instinctual Creation | {action:instinctual creation} | free action | (on rolling initiative) creates two thralls in spaces adjacent to them. |
| March of the Dead | {action:march of the dead} | 3 actions (once a day) | Frequency once per day You compel your horde of thralls, overwhelming your enemies. You command any |
| Ocular Flesh | {action:ocular flesh} | 1 action | creates a marble-sized eyeball: a single concentrate action to see through any of their eyeball |
| Osteo Armaments | {action:osteo armaments} | 1 action | creates a +1 striking weapon of bone and sinew they are proficient with (bone ammunition as nee |
| Overburdening Spell | {action:overburdening spell} | 1 action | Your next single-target spell slows the target by 15 feet for a round (doubled for climb, fly and swim). |
| Poison Drinker | {action:poison drinker} | reaction | After a critical success on a save against poison: regain HP equal to the poison's level. |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach of the Dead | {action:reach of the dead} | 1 action | Your next ranged spell is cast from a thrall within 60 feet, which is destroyed. |
| Reclaim Power | {action:reclaim power} | 1 action (once per 100 rounds) | Frequency once per 10 minutes You use your thralls to restore yourself. Destroy up to three of your |
| Skeletal Extension | {action:skeletal extension} | 1 action | Your next grave spell that destroys a thrall extends your reach by 10 feet for the turn. |
| Soul Thief | {action:soul thief} | 3 actions | (once a day) steals the soul of a creature of level 18+ that died in the last minute: a check a |
| Vampiric Spell | {action:vampiric spell} | 1 action | Your next damaging spell gives you temporary HP equal to half the most damage one creature takes. |
| Void Siphon (Necromancer) | {action:void siphon (necromancer)} | reaction | Trigger You would take void damage. Requirements You are living. You open your body to absorb void e |
| Wings of Bone and Sinew | {action:wings of bone and sinew} | 1 action | (once an hour) destroys a thrall within 30 feet and fuses it into bony wings: a **30-foot fly S |
Oracle30
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bespell Strikes | {action:bespell strikes} | free action (once a round) | After a non-cantrip spell: a Strike deals an extra 1d6 force (or the spell's type) this turn. |
| Blaze of Revelation | {action:blaze of revelation} | free action | Requirements You are Cursebound 4. Your mind and body can, for a short time and with great peril, su |
| Chaotic Spell | {action:chaotic spell} | 1 action | Your next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect. |
| Conduit of Void and Vitality | {action:conduit of void and vitality} | 2 actions | casts a 3-action heal or harm from a signature slot: one creature healed regains (or harmed tak |
| Consecrate Spell | {action:consecrate spell} | 1 action | Your next single-target spell on an undead can spend a Focus Point for extra spirit or vitality damage. |
| Debilitating Dichotomy | {action:debilitating dichotomy} | 2 actions | You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forc |
| Detonating Spell | {action:detonating spell} | 1 action | Your next single-target damage spell also splashes adjacent creatures for its rank. |
| Divine Aegis | {action:divine aegis} | reaction | +1 to saves against non-divine magic, -1 against divine, until your next turn. |
| Epiphany at the Crossroads | {action:epiphany at the crossroads} | free action | (once a day, Unconscious and Dying at the turn's start) gains an Augury's effects, loses Dying |
| Forestall Curse | {action:forestall curse} | 1 action | (once a day) if their next action is a cursebound ability, their Cursebound value doesn't incre |
| Glean Lore | {action:glean lore} | 1 action | taps divine lore: a check set by the GM -- a critical success gives accurate lore, a success tw |
| Knowledge of Shapes | {action:knowledge of shapes} | 1 action | Use Reach Spell or Widen Spell as a free action. |
| Meddling Futures | {action:meddling futures} | free action | You open yourself to the guidance of whatever spirits or powers deign to help you. Roll 1d4 to see w |
| Mystery Conduit | {action:mystery conduit} | 1 action | Your next spell of rank 5 or lower with no duration doesn't use a slot. |
| On Borrowed Time | {action:on borrowed time} | 2 actions | You accelerate a foe's personal timestream, which causes them to experience time at a faster rate, p |
| Portentous Spell | {action:portentous spell} | 1 action | Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befudd |
| Prayer-Touched Weapon | {action:prayer-touched weapon} | free action (once a round) | Frequency once per turn Requirements Your most recent action was to cast a non-cantrip divine spell. |
| Purifying Breeze | {action:purifying breeze} | 1 action | Requirements Your most recent action was to cast a non-cantrip spell with the healing trait. You tra |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Read Disaster | {action:read disaster} | exploration | You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most s |
| Roll the Bones of Fate | {action:roll the bones of fate} | 1 action (once per 100 rounds) | Roll a d4 for good or ill fortune (once per 10 minutes). |
| Scapegoat Parallel Self | {action:scapegoat parallel self} | reaction | (once a day, turn start or the curse would advance) changes their curse to its minor, moderate |
| Sepulchral Sublimation | {action:sepulchral sublimation} | 1 action | Destroy an undead minion; your next necromancy spell (rank up to half its level) costs no slot. |
| Surging Might | {action:surging might} | 1 action | Your next spell ignores resistance equal to your level to spirit, vitality and void damage. |
| The Dead Walk | {action:the dead walk} | 2 actions | You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a of you |
| Thousand Visions | {action:thousand visions} | free action | senses the next moments within 30 feet: no flat check to target a Concealed creature, and not O |
| Trial by Skyfire | {action:trial by skyfire} | 1 action | Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts |
| Waters of Creation | {action:waters of creation} | 2 actions | a ring of water in an emanation restores Hit Points, +1d6 at 12th level and every 2 after (more |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
Psychic20
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| All in Your Head | {action:all in your head} | reaction | (about to roll a Fortitude or Reflex save) rolls a Will save against the triggering effect inst |
| Astral Tether | {action:astral tether} | 1 action | connects to a willing creature within 60 feet: a psychic amp's distinct benefit can affect the |
| Brain Drain | {action:brain drain} | 2 actions (once a day) | A Will save or Stupefied for a minute, and you regain a Focus Point (once until daily prep). |
| Counter Thought | {action:counter thought} | reaction | Expend a slot to counter a mental spell cast in sight. |
| Cranial Detonation | {action:cranial detonation} | free action | (once a round, a spell reduced non-mindless enemies to 0 HP) each dies and its head explodes in |
| Dark Persona's Presence | {action:dark persona's presence} | free action | (on Unleashing the Psyche) a fear aura batters creatures around them with a save for as long as |
| Dream Guise | {action:dream guise} | 1 action | Strides into a willing ally's space; both take a shared appearance, then either Strides. |
| Emotional Surge | {action:emotional surge} | 1 action | Your heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and |
| Foreseen Failure | {action:foreseen failure} | free action | (once a day, a spell has no effect because every attack critically failed or every target criti |
| Impose Order (Psychic) | {action:impose order (psychic)} | 1 action | until the end of their turn, instead of rolling damage dice they count each as average rounded |
| Mental Static | {action:mental static} | reaction | After a critical success on a Will save against a mental effect: mental damage equal to your level. |
| No!!! | {action:no!!!} | reaction | (a non-minion ally within 60 feet drops to 0 HP) with the Psyche Unleashed they use a psyche ac |
| Psi Burst | {action:psi burst} | 1 action | (once a round) a creature within 30 feet takes damage with a save; +1d4 at 3rd level and every |
| Psi Catastrophe | {action:psi catastrophe} | 2 actions | A catastrophic blast of 1d6 bludgeoning per level; your psyche subsides. |
| Psi Strikes | {action:psi strikes} | free action | After casting or Unleashing: +1d6 force on your Strikes this turn (once a turn). |
| Scour the Library | {action:scour the library} | 1 action | Recall Knowledge about a creature within 60 feet; on a success +1 to your next attack and AC against it. |
| Strain Mind | {action:strain mind} | free action (once an hour) | With no Focus Points: pay HP (4 x rank) for a psi amp (once an hour). |
| Unlimited Potential | {action:unlimited potential} | 1 action | Your next spell of rank 5 or lower with no duration doesn't expend the prepared spell (once a minute). |
| Violent Unleash | {action:violent unleash} | 1 action | (after Unleash Your Psyche) a shockwave: damage to all creatures in an emanation with a save, + |
| Wandering Thoughts | {action:wandering thoughts} | free action | (Psyche unleashed, after Casting a Spell) folds space: teleports 15 feet to a square they can s |
Ranger42
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Additional Recollection | {action:additional recollection} | free action | (after succeeding at a Recall Knowledge on hunted prey) an immediate Recall Knowledge about a d |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Crossbow Ace | {action:crossbow ace} | 1 action | Creates a Diversion or Takes Cover, then Interacts to reload a crossbow. |
| Dazzling Display | {action:dazzling display} | 1 action | Intimidation against every enemy within 30 feet; they're then immune to it for a minute. |
| Deadly Aim | {action:deadly aim} | 1 action | You aim for your prey's weak spots, making your shot more challenging but dealing more damage if you |
| Eerie Proclamation | {action:eerie proclamation} | 2 actions (once an hour) | Mark a 10-foot square: the next creature to enter makes a Will save or gains a condition. |
| Eerie Traces | {action:eerie traces} | exploration | The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backw |
| Farabellus Flip | {action:farabellus flip} | reaction | Trigger An enemy targets you with a melee Strike. Surprisingly agile even in a breastplate and carry |
| Galloping Launch | {action:galloping launch} | 1 action | Requirements You're mounted, and your mount moved closer to your prey this round. You use your mount |
| Greenwatch Veteran | {action:greenwatch veteran} | free action | (turn start, fighting a creature they Tracked 10+ minutes) a Recall Knowledge against it: on a |
| Haft Beatdown | {action:haft beatdown} | 3 actions (once per minute) | Frequency once per minute Requirements You are in Haft Striker Stance. The momentum of each of your |
| Haft Striker Stance | {action:haft striker stance} | 1 action | the haft of your two-handed hammer, spear or polearm is a simple club-group weapon (agile, fine |
| Hamstringing Strike | {action:hamstringing strike} | 1 action | You slow your foes with a well-aimed attack. Make a Strike against your hunted prey with a –2 penalt |
| Hunt Prey | {action:hunt prey} | 1 action | Designate a creature as your hunted prey. |
| Hunted Shot | {action:hunted shot} | 1 action | Requirements You are wielding a ranged weapon with reload 0. You take two quick shots against the on |
| Hunter's Aim | {action:hunter's aim} | 2 actions | When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike aga |
| Impossible Flurry | {action:impossible flurry} | 3 actions | Requirements You are wielding two melee weapons, each in a different hand. You forgo precision to at |
| Impossible Volley | {action:impossible volley} | 3 actions | Requirements You are wielding a ranged weapon with the volley trait and reload 0. You fire a volley |
| Intensified Element Stance | {action:intensified element stance} | 1 action | (after elemental medicine) your Strikes are empowered by the element until the next daily prepa |
| Natural Conduit | {action:natural conduit} | 1 action | (spellshape, a friendly animal within 60 feet) their next ranged spell uses the animal as its o |
| Penetrating Shot | {action:penetrating shot} | 2 actions | Requirements You are wielding a ranged weapon. You shoot clear through an intervening creature to hi |
| Perfect Shot | {action:perfect shot} | 3 actions | Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloade |
| Prepare Snares | {action:prepare snares} | Daily preparation: choose your quick-deployment snares. | |
| Prepared Snares | {action:prepared snares} | How many quick-deployment snares you have ready. | |
| Quick Draw | {action:quick draw} | 1 action | You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike wit |
| Relentless Stalker | {action:relentless stalker} | reaction | Strides in tandem with their hunted prey as it moves away, staying adjacent and ignoring mundan |
| Roll with it (Kingmaker) | {action:roll with it (kingmaker)} | reaction | (a giant hunted prey hits them in melee) a Reflex save at DC 10 + the giant's attack bonus to d |
| Running Reload | {action:running reload} | 1 action | Stride, Step or Burrow/Fly/Swim, then Interact to reload. |
| Scout's Warning | {action:scout's warning} | free action | Trigger You are about to roll a Perception, Stealth, or Survival check for initiative. You visually |
| Second Sting | {action:second sting} | 1 action | Requirements You are wielding two melee weapons, each in a different hand. You read your prey's move |
| Sense the Unseen | {action:sense the unseen} | reaction | After failing to Seek: sense creatures in the area anyway (Undetected becomes Hidden). |
| Set a Snare | {action:set a snare} | 3 actions | Craft a prepared snare on a map square (hidden). |
| Skirmish Strike | {action:skirmish strike} | 1 action | Either Step and then Strike, or Strike and then Step. |
| Spring Eerie Proclamation | {action:spring eerie proclamation} | free action | A creature entered your marked square: it makes the Will save now. |
| Targeting Shot | {action:targeting shot} | 1 action | You carefully track your prey's position and defenses, allowing you to follow up around obstacles th |
| Time Dilation Cascade | {action:time dilation cascade} | 3 actions | You borrow a bit of time from the future to act now. Make six Strikes. Your multiple attack penalty |
| Twin Riposte | {action:twin riposte} | reaction | Trigger A creature within your reach critically fails to Strike you. Requirements You are benefiting |
| Twin Takedown | {action:twin takedown} | 1 action | Requirements You are wielding two melee weapons, each in a different hand. You swiftly attack your h |
| United Assault | {action:united assault} | 1 action | Through countless battles, you've learned you're stronger when working alongside your allies. Make a |
| Unseen Passage | {action:unseen passage} | free action (once a day) | Frequency once per day You have mastered a magical technique for moving through dangerous woodlands |
| Warden's Boon | {action:warden's boon} | 1 action | points out their prey's weak points: an ally gets the benefits of Hunt Prey and the hunter's ed |
| Warden's Reload | {action:warden's reload} | free action | (once a round, after casting a warden spell) Interacts to reload a weapon they are wielding. |
Rogue63
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Analyze Weakness | {action:analyze weakness} | 1 action | studies an identified creature: the next time they deal sneak attack damage to it with a Strike |
| Anticipate Ambush | {action:anticipate ambush} | exploration | You keep watch for any Hidden creatures or dangerous sites, moving at half your travel Speed. If you |
| Battle Assessment | {action:battle assessment} | 1 action | sizes up an enemy: the GM secretly rolls Perception against the higher of its Deception or Stea |
| Bullseye | {action:bullseye} | 1 action | You carefully take aim to avoid your foe's concealment and cover. On your next Strike with a thrown |
| Clever Gambit | {action:clever gambit} | reaction | Trigger Your Strike critically hits and deals damage to a creature you've identified with Recall Kno |
| Cognitive Loophole | {action:cognitive loophole} | reaction | finds a loophole in a mental effect: until the end of their next turn they ignore it (once per |
| Coordinated Distraction | {action:coordinated distraction} | 1 action | A foe is Off-Guard against the first Strike an ally makes on their next turn. |
| Cutthroat Grapple | {action:cutthroat grapple} | reaction | Trigger A creature attempts to Escape from your Sawtooth Grapple. You can punish a creature that tri |
| Dazzling Display | {action:dazzling display} | 1 action | Intimidation against every enemy within 30 feet; they're then immune to it for a minute. |
| Defensive Roll | {action:defensive roll} | reaction (once per 100 rounds) | Take half damage from the physical attack that would drop you. |
| Delay Trap | {action:delay trap} | reaction | Thievery to jam a trap that was just triggered in reach. |
| Dispelling Slice | {action:dispelling slice} | 2 actions | Your sneak attack slices through the threads binding magic to a target. Make a Strike against an Off |
| End Fane's Fourberie | {action:end fane's fourberie} | free action | Put the cards away and gather any thrown (1 minute). |
| Enduring Debilitation | {action:enduring debilitation} | free action | makes the debilitation they just applied last **1 minute** instead of until the end of their ne |
| Fane's Fourberie | {action:fane's fourberie} | 1 action | Stance: wield your playing cards as a dagger or a dart. |
| Fantastic Leap | {action:fantastic leap} | 2 actions | You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a Hig |
| Felling Shot | {action:felling shot} | 2 actions | Your ranged attacks can shoot an unprepared foe right out of the air. Make a ranged Strike against a |
| Gather Playing Cards | {action:gather playing cards} | Pick up thrown playing cards (takes 1 minute). | |
| Grand Dance | {action:grand dance} | 1 action | From Masquerade of Seasons Stance: Stride up to your Speed, walking on air. |
| Haft Beatdown | {action:haft beatdown} | 3 actions (once per minute) | Frequency once per minute Requirements You are in Haft Striker Stance. The momentum of each of your |
| Haft Striker Stance | {action:haft striker stance} | 1 action | the haft of your two-handed hammer, spear or polearm is a simple club-group weapon (agile, fine |
| Head Stomp | {action:head stomp} | 1 action | Make an unarmed melee Strike against a Prone target. If it hits, until the end of your next turn the |
| Hidden Paragon | {action:hidden paragon} | reaction (once an hour) | Frequency once per hour Trigger You successfully use Stealth to Hide and become Hidden from all of y |
| Implausible Infiltration | {action:implausible infiltration} | 2 actions | slips through tiny imperfections in an adjacent wall or floor (wood, plaster or stone, up to 10 |
| Instant Opening | {action:instant opening} | 1 action | A foe within 30 feet is Off-Guard against your attacks until the end of your next turn. |
| Masquerade of Seasons Stance | {action:masquerade of seasons stance} | 1 action | Stance: resistance 5 to water, fire, void or cold (half your level from 12th). |
| Mug | {action:mug} | 2 actions | You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent ene |
| Nimble Dodge | {action:nimble dodge} | reaction | Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not |
| Opportune Backstab | {action:opportune backstab} | reaction | Trigger A creature within your melee reach is hit by a melee attack from one of your allies. When yo |
| Perfect Distraction | {action:perfect distraction} | 1 action | Sneaks away leaving a decoy that acts as the spell Mislead (they are Undetected, not Invisible) |
| Pirouette | {action:pirouette} | reaction | Requirements You're in Masquerade of Seasons Stance. Trigger An enemy targets you with a Strike. You |
| Plant Evidence | {action:plant evidence} | 1 action | Slip an item onto someone unnoticed: Thievery vs their Perception DC. |
| Poison Weapon | {action:poison weapon} | 1 action | (wielding a weapon) applies a contact or injury poison to it, drawing the poison as part of the |
| Predictable! | {action:predictable!} | 1 action | Sense Motive for +1/+2 to AC and your next save against a foe. |
| Preparation | {action:preparation} | 1 action | surveys the field: gains one additional reaction before the start of their next turn, for any r |
| Quick Draw | {action:quick draw} | 1 action | You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike wit |
| Reactive Distraction | {action:reactive distraction} | reaction | (Perfect Distraction ready) switches with the decoy: they use Perfect Distraction even if obser |
| Reactive Interference | {action:reactive interference} | reaction | Disrupt an adjacent enemy's reaction (an attack roll if it outlevels you). |
| Reactive Pursuit | {action:reactive pursuit} | reaction | keeps pace with a retreating adjacent foe: Stride, ending adjacent to it, without triggering it |
| Ricochet Stance (Rogue) | {action:ricochet stance (rogue)} | 1 action | You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thro |
| Sanguine Evasion | {action:sanguine evasion} | reaction | At 0 HP and not Wounded: stay at 1 HP in a vapor form. |
| Sawtooth Grapple | {action:sawtooth grapple} | 2 actions | Requirements You're wielding two weapons, at least one of which is a sawtooth saber. Your sawtooth s |
| Scoundrel's Surprise | {action:scoundrel's surprise} | 1 action | drops a disguise at the right moment: creatures that failed to see through it are Off-Guard aga |
| Scout's Warning | {action:scout's warning} | free action | Trigger You are about to roll a Perception, Stealth, or Survival check for initiative. You visually |
| Sense the Unseen | {action:sense the unseen} | reaction | After failing to Seek: sense creatures in the area anyway (Undetected becomes Hidden). |
| Shove Down | {action:shove down} | free action | After a successful Shove: Trip the target, even if it's out of reach. |
| Sidestep | {action:sidestep} | reaction | Sidestep: steps aside as the Strike fails: it is redirected to a creature of their choice . |
| Skirmish Strike | {action:skirmish strike} | 1 action | Either Step and then Strike, or Strike and then Step. |
| Slice and Swipe | {action:slice and swipe} | 1 action | Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. Requirements You'r |
| Spring from the Shadows | {action:spring from the shadows} | 1 action | You leap from hiding and assail your target. You Stride up to your Speed, but you must end your move |
| Stay Down! | {action:stay down!} | reaction | A Prone foe in reach tries to Stand: Athletics vs its Fortitude DC to keep it down. |
| Steal Essence | {action:steal essence} | 2 actions | siphons the magic from an item in reach: a Steal at the higher of the item's level DC or the no |
| Stella's Stab and Snag | {action:stella's stab and snag} | 2 actions | Stride, Strike, and Steal from the target on a hit. |
| Subtle Shank | {action:subtle shank} | 2 actions | Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. Requirements You h |
| Swift Elusion | {action:swift elusion} | reaction | (a foe ends its move adjacent) a check against its Reflex DC: on a success Stride to a differen |
| Swipe Souvenir | {action:swipe souvenir} | 2 actions | wriggles free of a grab: an Escape, and on a success a Steal from the creature even in combat. |
| Tactical Entry | {action:tactical entry} | free action | (rolled Stealth for initiative, nobody has acted) Strides without triggering any reactions. |
| The Harder They Fall | {action:the harder they fall} | reaction | The Harder They Fall: a reflex save against your DC. |
| Trickster's Ace | {action:trickster's ace} | reaction | Your prepared contingency: its spell takes effect on you alone (once until daily prep). |
| Twin Feint | {action:twin feint} | 2 actions | Requirements You are wielding two melee weapons, each in a different hand. You use an attack with on |
| Twist the Knife | {action:twist the knife} | 1 action | After a melee sneak attack on an off-guard foe: persistent bleed equal to your sneak attack dice. |
| Underhanded Assault | {action:underhanded assault} | 2 actions | You capitalize on the distraction provided by an ally. You up to a foe adjacent to one of your allie |
| You're Next | {action:you're next} | reaction | After downing a foe: Demoralize another (+2 circumstance). |
Runesmith44
Slash commands
/tgrunesmith trace <rune> <target> [actions] [alias] [player]
Trace a rune from your repertoire onto a target
/tgrunesmith etch <rune> <target> [alias] [player]
Etch a rune from your repertoire onto a target; it stays until invoked
/tgrunesmith invoke <runes> [alias] [player]
Invoke up to two currently traced/etched runes
/tgrunesmith show [alias] [player]
Show a Runesmith's repertoire size and currently traced runes
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Annihilating Compound Invocation | {action:annihilating compound invocation} | 1 action | Annihilating Compound Invocation: invoke runes of the right traditions and add its extra effect on a creature near them. |
| Artist's Attendance | {action:artist's attendance} | 2 actions | Stride twice, then Trace a Rune on a bearer or an adjacent target. |
| Astral Compound Invocation | {action:astral compound invocation} | 1 action | Astral Compound Invocation: invoke runes of the right traditions and add its extra effect on a creature near them. |
| By Your Name | {action:by your name} | 1 action | A Crafting check for a temporary name diacritic against a creature whose name you know (once per hour). |
| Chain of Words | {action:chain of words} | 2 actions | Invoke two runes; script between them hurts the creatures in the line (once per 10 minutes). |
| Clashing Compound Invocation | {action:clashing compound invocation} | 1 action | Clashing Compound Invocation: invoke runes of the right traditions and add its extra effect on a creature near them. |
| Dance of Bloody Ink | {action:dance of bloody ink} | 3 actions | Invoke a rune on your weapon and Strike, Step, Strike again; trace a rune if the second hits. |
| Define the Canvas | {action:define the canvas} | 2 actions | A 20-foot canvas: trace a rune across every eligible creature in it (once per 10 minutes). |
| Diacritic Fluency | {action:diacritic fluency} | free action | The next Trace this turn can also trace a diacritic rune on it (once per 10 minutes). |
| Drawn In Vital Ink | {action:drawn in vital ink} | free action | After a melee Strike that drew blood: Trace Runes on that creature from 60 feet for a minute. |
| Edifying Trace | {action:edifying trace} | 1 action | Trace a rune on an adjacent enemy, then Recall Knowledge about it. |
| Elemental Revision | {action:elemental revision} | 1 action | Rewrite an elemental property rune on an item as another for a minute. |
| Engraving Maneuver | {action:engraving maneuver} | 1 action | Disarm, Shove or Trip with your weapon; on a success, Trace a Rune onto the target. |
| Engraving Strike | {action:engraving strike} | 1 action | Melee Strike; on a hit, Trace a Rune onto the target. |
| Forge New Word | {action:forge new word} | free action | Forge a rune from a common spell of 4th rank or lower and add it to your repertoire. |
| Fortifying Knock | {action:fortifying knock} | 1 action | Raise a Shield and Trace a Rune on it (with Runic Reprisal, bury a damaging rune for a Shield Block). |
| Henge Gate | {action:henge gate} | 2 actions | Raise two standing stones carved with a rune: ranged Strikes through them trace it (once per 10 minutes). |
| Invoke Rune (in the forge) | {action:invoke rune (in the forge)} | 1 action | Invoke runes inside the Stone Forge: they become faint instead of fading. |
| Invoke Rune (targets) | {action:invoke rune (targets)} | 1 action | Invoke a rune whose Invocation reaches other creatures and apply it to the creatures you name. |
| Orbiting Runestone | {action:orbiting runestone} | 1 action | A floating runestone (10 HP) with a damaging rune blocks hits and explodes at an attacker. |
| Pattern Flight | {action:pattern flight} | 2 actions | Ranged Strike that ignores cover's AC bonus; then Trace a Rune on a target in the line. |
| Remote Detonation | {action:remote detonation} | 1 action | Ranged Strike; on a hit, Invoke up to two runes on the target. |
| Return Unto Runes | {action:return unto runes} | reaction | +4 AC against a magical attack; if it misses, the spell is sealed in a rune (once per 10 minutes). |
| Rune Ward | {action:rune ward} | reaction | Targeted by a spell: +1 circumstance to your save and AC against it. |
| Runestone Block | {action:runestone block} | free action | A creature Struck you: the DC 11 flat check, the runestone's Hit Points and its explosion. |
| Runic Reprisal | {action:runic reprisal} | reaction | You Shield Blocked a melee Strike: detonate the rune buried in your shield on the attacker. |
| Runic Tattoo | {action:runic tattoo} | free action | Choose the rune tattooed on your body (always etched, not counted). |
| Shield Block | {action:shield block} | reaction | Reduce the damage a hit deals with your shield. |
| Shoot Through Henge Gate | {action:shoot through henge gate} | free action | A ranged Strike through your gate traces its rune on the target. |
| Song of Glorious Invocation | {action:song of glorious invocation} | 1 action | Invoke up to three runes on different bearers; they gain +1 status (once per 10 minutes). |
| Stone Forge of the First | {action:stone forge of the first} | 2 actions | Conjure a forge for a minute: runes invoked in its emanation become faint (once per day). |
| Swiping Trace | {action:swiping trace} | 3 actions | One melee Strike against up to two creatures (damage rolled once); trace a rune on each hit. |
| Terrifying Invocation | {action:terrifying invocation} | 1 action | Demoralize a target within 30 feet, then Invoke a rune upon it. |
| Trace Diacritic | {action:trace diacritic} | 1 action | Trace a diacritic rune onto a base rune already on a bearer; it changes the Invocation. |
| Trace Rune (song) | {action:trace rune (song)} | 1 action | Trace a Rune with song: one action, no toolkit, no manipulate trait. |
| Tracing Trance | {action:tracing trance} | free action | At turn start: Quickened, only to Trace a Rune; no invocations. |
| Transpose Etching | {action:transpose etching} | 1 action | Move one of your runes to a different target. |
| Unerring Runic Attraction | {action:unerring runic attraction} | 1 action | Ranged Strike at a rune-bearer that ignores cover, concealment and line of sight. |
| Vital Compound Invocation | {action:vital compound invocation} | 1 action | Vital Compound Invocation: invoke runes of the right traditions and add its extra effect on a creature near them. |
| Words, Fly Free | {action:words, fly free} | 1 action | Fling your tattooed rune in a cone: trace it on all fitting targets; it fades. |
Sorcerer32
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Anoint Ally | {action:anoint ally} | 1 action | places a blood rune on an adjacent ally for 1 minute: when they would gain a blood magic effect |
| Bespell Strikes | {action:bespell strikes} | free action (once a round) | After a non-cantrip spell: a Strike deals an extra 1d6 force (or the spell's type) this turn. |
| Bleed Out | {action:bleed out} | 1 action | After a blood-magic spell: a ranged spell attack for persistent bleed equal to the spell's rank. |
| Blood Rising | {action:blood rising} | reaction | (a spell of their bloodline's tradition targets them) generates a blood magic effect they know, |
| Bloodline Conduit | {action:bloodline conduit} | 1 action | Your next spell of rank 5 or lower with no duration doesn't use a slot (once a minute). |
| Chaotic Spell | {action:chaotic spell} | 1 action | Your next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect. |
| Consecrate Spell | {action:consecrate spell} | 1 action | Your next single-target spell on an undead can spend a Focus Point for extra spirit or vitality damage. |
| Counterspell (Spontaneous) | {action:counterspell (spontaneous)} | reaction | Expend a slot to counter a spell in your repertoire. |
| Detonating Spell | {action:detonating spell} | 1 action | Your next single-target damage spell also splashes adjacent creatures for its rank. |
| Diverting Vortex | {action:diverting vortex} | 1 action | After a slot spell: +1 status AC against ranged weapon attacks until your next turn. |
| Echoing Spell | {action:echoing spell} | 1 action | Your next spell of rank 4 or lower with no duration can be cast a second time before the end of your next turn, with no slot. |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Elaborate Flourish | {action:elaborate flourish} | 1 action | Your next spell is hard to identify or counter: casters don't automatically recognize it. |
| Energetic Resonance | {action:energetic resonance} | reaction | (acid, cold, electricity, fire or sonic spell damage, with a slot of equal or higher rank) expe |
| Energy Fusion | {action:energy fusion} | 1 action | Your next energy-damage spell also takes a second repertoire spell's energy type, costing that spell's slot too. |
| Energy Ward | {action:energy ward} | free action (once a round) | After an energy spell: resistance 4 + its rank to one energy type until your next turn. |
| Helt's Spelldance | {action:helt's spelldance} | 1 action | Performance vs everyone's Perception DC, Stride once or twice, then Cast a Spell. |
| Interweave Dispel | {action:interweave dispel} | 1 action | Your next single-target spell against an enemy lets you Dispel Magic it as a free action if the spell lands. |
| Overwhelming Energy | {action:overwhelming energy} | 1 action | Your next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic. |
| Purifying Breeze | {action:purifying breeze} | 1 action | Requirements Your most recent action was to cast a non-cantrip spell with the healing trait. You tra |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Ruby Resurrection | {action:ruby resurrection} | reaction (once a day) | At 0 HP: 30 HP and a 6th-rank fireball around you (once a day). |
| Safeguard Spell | {action:safeguard spell} | 1 action | Your next area spell doesn't affect you. |
| Scintillating Spell | {action:scintillating spell} | 1 action | Your next Reflex-save spell (no duration) dazzles those who fail, blinds those who critically fail. |
| Shared Sight | {action:shared sight} | 1 action | Your next non-cantrip spell on allies gives them your spiritsense for a minute. |
| Spell Relay | {action:spell relay} | reaction | (an ally casts within range of them) the ally uses their space as the spell's origin for range |
| Spell Shroud | {action:spell shroud} | 1 action | Your next spell that targets only you wraps you in a concealing mist until your next turn. |
| Split Shot | {action:split shot} | 1 action | Your next single-target attack-roll spell with no duration can hit a second target with the same roll. |
| Tap into Blood | {action:tap into blood} | 1 action | (under blood magic) a minor feat by tradition: arcane Recall Knowledge with Arcana, divine, occ |
| Tenacious Blood Magic | {action:tenacious blood magic} | free action | (once a minute) a blood magic effect that lasts 1 round lasts 1 minute instead. |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
Summoner20
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Constricting Hold | {action:constricting hold} | 1 action | Requirements Your eidolon has a creature Grabbed or Restrained. Your eidolon constricts the creature |
| Defend Summoner | {action:defend summoner} | 1 action | Your eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumst |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Eidolon's Trample | {action:eidolon's trample} | 3 actions | Your eidolon Strides up to double their Speed and can move through the spaces of creatures at least |
| Glider Form | {action:glider form} | 1 action | their eidolon glides: **5 feet down and up to 25 feet forward**, staying aloft while they spend |
| Magical Onslaught | {action:magical onslaught} | 2 actions | Your eidolon's attack provides you an opening for one of your spells. Your eidolon makes a melee Str |
| Meld into Eidolon | {action:meld into eidolon} | 3 actions | Manifests the eidolon but becomes it (or melds with one next to them): they use its statistics |
| Merciless Rend | {action:merciless rend} | 1 action | Requirements Your eidolon hit the same enemy with two consecutive unarmed Strikes this turn and deal |
| Ostentatious Arrival | {action:ostentatious arrival} | free action | If the next action you take is to Manifest your Eidolon as a three-action activity, or to Cast a 3-a |
| Phase Out | {action:phase out} | 3 actions | Your eidolon phases out of reality slightly, gaining resistance to all damage (except force, spirit, |
| Piercing Jab | {action:piercing jab} | 2 actions | Requirements Your eidolon's primary attack deals piercing damage. Your eidolon runs an enemy through |
| Protective Bond | {action:protective bond} | reaction | (they and the eidolon are in a damaging area) they take the lower of the two damage amounts ins |
| Protective Pose | {action:protective pose} | 2 actions | (they and the eidolon within 30 feet) creatures near either gain **resistance equal to half the |
| Reactive Dismissal | {action:reactive dismissal} | reaction | (the eidolon would take damage) reduces it by **double their level** and unmanifests the eidolo |
| Shrink Down | {action:shrink down} | 1 action | the eidolon shrinks to a smaller size of their choice (minimum Small); reach 5 feet (10 feet if |
| Summoner's Call | {action:summoner's call} | reaction | (they or the eidolon take damage, the eidolon more than 5 feet away) the eidolon teleports to a |
| Surprising Leap | {action:surprising leap} | 2 actions | Your eidolon jumps into the air to attack a foe. Your eidolon makes a , , or and attempts one melee |
| Tandem Movement | {action:tandem movement} | 1 action | they and their eidolon each use a single action to Stride (or Burrow, Climb, Fly or Swim). |
| Tandem Strike | {action:tandem strike} | 2 actions | Requirements A creature is in reach of both you and your eidolon. You and your eidolon each attack, |
| Transpose | {action:transpose} | 1 action | they and the eidolon teleport to each other's positions. |
Swashbuckler49
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| After You | {action:after you} | free action | Before initiative: go last, with panache. |
| Bleeding Finisher | {action:bleeding finisher} | 1 action | Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also |
| Brandishing Draw | {action:brandishing draw} | 1 action | You draw and attack with the same motion. You Interact to draw a weapon, then either Strike or use a |
| Buckler Dance | {action:buckler dance} | 1 action | you constantly have your buckler raised as if you'd used Raise a Shield, as long as you meet it |
| Cannonball Fall | {action:cannonball fall} | 1 action | You've learned how to make a quick descent with a sudden stop—directly on an enemy. You intentionall |
| Charmed Life | {action:charmed life} | reaction | +2 circumstance to a save; panache if it succeeds. |
| Cheat Death | {action:cheat death} | reaction | Stay at 1 HP with panache; Doomed goes up 1 for 10 minutes. |
| Corpse-Killer's Defiance | {action:corpse-killer's defiance} | reaction | On destroying an undead: allies get +1 (+2 for 2 rounds) status to attack and damage against undead. |
| Dastardly Dash | {action:dastardly dash} | 1 action | Stride half your Speed, then Trip one opponent you pass. |
| Dazzling Display | {action:dazzling display} | 1 action | Intimidation against every enemy within 30 feet; they're then immune to it for a minute. |
| Distracting Toss | {action:distracting toss} | 2 actions | You toss one weapon into the air as a distraction as you throw another. Choose a creature within 30 |
| Dual Finisher | {action:dual finisher} | 1 action | Requirements You wield two melee weapons, one in each hand. You split your attacks. Make two melee S |
| Dueling Dance (Swashbuckler) | {action:dueling dance (swashbuckler)} | 1 action | you wield a single one-handed melee weapon with your other hand free, and constantly have the b |
| End Fane's Fourberie | {action:end fane's fourberie} | free action | Put the cards away and gather any thrown (1 minute). |
| Fane's Fourberie | {action:fane's fourberie} | 1 action | Stance: wield your playing cards as a dagger or a dart. |
| Fight or Flight | {action:fight or flight} | reaction | Access You're from the Shackles Trigger You gain the frightened condition. You've learned to make us |
| Flamboyant Leap | {action:flamboyant leap} | 2 actions | a Leap, High Jump or Long Jump with one single-action finisher at any point; they fall to the g |
| Flashy Dodge | {action:flashy dodge} | reaction | Trigger A creature you can see targets you with an attack. Requirements You aren't Encumbered. You d |
| Gather Playing Cards | {action:gather playing cards} | Pick up thrown playing cards (takes 1 minute). | |
| Get Used to Disappointment | {action:get used to disappointment} | free action | Demoralize a foe within 30 feet that failed against you. |
| Grand Dance | {action:grand dance} | 1 action | From Masquerade of Seasons Stance: Stride up to your Speed, walking on air. |
| Guardian's Deflection (Swashbuckler) | {action:guardian's deflection (swashbuckler)} | reaction | Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circ |
| Halyard Strike | {action:halyard strike} | 2 actions | Requirements A rope is within your reach, or you have a rope or grappling weapon in your hand. You'v |
| Illimitable Finisher | {action:illimitable finisher} | 1 action | Your strikes flow endlessly. Step and attempt a single one-action finisher. This Strike gains the br |
| Impaling Finisher | {action:impaling finisher} | 1 action | You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or p |
| Knight's Retaliation | {action:knight's retaliation} | reaction | Trigger An undead creature within your reach critically fails a Strike against you. You knock the en |
| Leading Dance | {action:leading dance} | 1 action | (adjacent to an enemy) a check against its Will DC: on a critical success they both move up to |
| Lethal Finisher | {action:lethal finisher} | 1 action | You stab your foe in a vital organ, possibly killing them outright. Make a Strike. On a success, you |
| Masquerade of Seasons Stance | {action:masquerade of seasons stance} | 1 action | Stance: resistance 5 to water, fire, void or cold (half your level from 12th). |
| Mobile Finisher | {action:mobile finisher} | 1 action | Strides, then Strike. |
| One for All | {action:one for all} | 1 action | designates an ally within 30 feet: that counts as preparation to Aid them, and when they Aid th |
| Perfect Finisher | {action:perfect finisher} | 1 action | You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and |
| Pirouette | {action:pirouette} | reaction | Requirements You're in Masquerade of Seasons Stance. Trigger An enemy targets you with a Strike. You |
| Retreating Finisher | {action:retreating finisher} | 1 action | You make a calculated attack without letting down your guard. Make a melee Strike with the following |
| Revitalizing Finisher | {action:revitalizing finisher} | 1 action | Your swagger instills confidence in you and your allies. Make a Strike. On a hit, you and all allies |
| Stella's Stab and Snag | {action:stella's stab and snag} | 2 actions | Stride, Strike, and Steal from the target on a hit. |
| Stumbling Finisher | {action:stumbling finisher} | 1 action | Your excellent display of fighting prowess leaves your opponent stumbling back. Make a Strike. If yo |
| Stunning Finisher | {action:stunning finisher} | 1 action | You attempt a dizzying blow. Make a melee Strike. If you hit, your foe must attempt a save against y |
| Swaggering Initiative | {action:swaggering initiative} | free action | Trigger You are about to roll initiative. You swagger readily into any fight. You gain a +2 circumst |
| Swan Dive | {action:swan dive} | 1 action | soars into the water: no falling damage however far, then a Swim up to their Speed -- until the |
| Switcheroo | {action:switcheroo} | reaction | Targeted by a ranged attack with panache: swap places with an adjacent enemy. |
| Targeting Finisher | {action:targeting finisher} | 1 action | Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and |
| Twinned Defense (Swashbuckler) | {action:twinned defense (swashbuckler)} | 1 action | wielding two melee weapons, one in each hand, you constantly have the benefits of the Twin Parr |
| Twirling Throw | {action:twirling throw} | 1 action | Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a s |
| Unbalancing Finisher | {action:unbalancing finisher} | 1 action | You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hi |
| Vexing Tumble | {action:vexing tumble} | 1 action | Stride half your Speed; Acrobatics against each enemy's Reflex DC avoids its reactions. |
| Vivacious Afterimage | {action:vivacious afterimage} | 1 action | Requirements You have Panache. You move so quickly that you create a short-lived afterimage, looks e |
| Vivacious Bravado | {action:vivacious bravado} | 1 action | Requirements You gained Panache this turn. Your ego swells, granting you a temporary reprieve from y |
| You're Next | {action:you're next} | reaction | After downing a foe: Demoralize another (+2 circumstance). |
Thaumaturge20
Slash commands
/tgthaumaturge adept <implement> [alias] [player]
Toggle one of your implements' Adept benefit on or off
/tgthaumaturge paragon <implement> [alias] [player]
Set (or clear) which Adept implement has gone on to Paragon
/tgthaumaturge wand <damage_type> [alias] [player]
Toggle one of your wand's attuned damage types on or off
/tgthaumaturge weapon <strike> [alias] [player]
Set which of your own Strikes is your Weapon implement
/tgthaumaturge shatter <damage> [alias] [player]
Mirror's Shatter (Adept Benefit, Mirror) -- shatter your mirror self after taking damage
/tgthaumaturge shield <shield> [alias] [player]
Set which real shield your Shield implement is
/tgthaumaturge show [alias] [player]
Show a Thaumaturge's implements and Adept/Paragon picks
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call Implement | {action:call implement} | 1 action | Requirements You have a free hand. You can tug on the bonds of ownership between yourself and your i |
| Cursed Effigy | {action:cursed effigy} | 1 action | After a physical hit on your Exploit Vulnerability target: -2 to its saves against your abilities. |
| Divine Disharmony | {action:divine disharmony} | 1 action | clashes opposing holy symbols: a check against the Will DC of a creature within 60 feet; those |
| Exploit Vulnerability | {action:exploit vulnerability} | 1 action | An Esoteric Lore check to exploit a creature's weakness; it is remembered. |
| Implement's Assault | {action:implement's assault} | 3 actions | Requirements You're holding an implement. Your implement supercharges your weapon to shoot an imposs |
| Instructive Strike | {action:instructive strike} | 1 action | You attack your foe and analyze how it reacts. Make a Strike. On a hit, you can immediately attempt |
| Intensify Investiture | {action:intensify investiture} | free action | (once per 10 minutes) activating an invested item that has a saving throw DC, they can use thei |
| Root to Life | {action:root to life} | 1 action | Stabilize an adjacent Dying creature with a plant or symbol. |
| Sever Magic | {action:sever magic} | 2 actions | Requirements You're holding an implement. You apply a frayed thread, a pinch of fulu ash, or a simil |
| Share Weakness | {action:share weakness} | 1 action | (Exploiting a Vulnerability with mortal weakness) gives an adjacent ally an esoterica object: t |
| Trespass Teleportation | {action:trespass teleportation} | reaction | (Exploiting a Vulnerability, the target teleports within 120 feet) teleports with it, appearing |
| Turn Away Misfortune | {action:turn away misfortune} | reaction | (a misfortune effect on a roll) cancels it: they roll normally (a fortune effect that counts as |
| Twin Weakness | {action:twin weakness} | 2 actions | Requirements You're holding an implement and a weapon, you are using Exploit Vulnerability with mort |
Witch16
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Chaotic Spell | {action:chaotic spell} | 1 action | Your next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect. |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Counterspell (Prepared) | {action:counterspell (prepared)} | reaction | Expend the same prepared spell to counteract a foe's casting of it. |
| Coven Spell | {action:coven spell} | reaction | (an ally within 30 feet casts) grants a damage spell without duration a **status bonus to damag |
| Detonating Spell | {action:detonating spell} | 1 action | Your next single-target damage spell also splashes adjacent creatures for its rank. |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Familiar's Eyes | {action:familiar's eyes} | 1 action | projects their senses into their familiar until Dismissed (they lose their own senses meanwhile |
| Helt's Spelldance | {action:helt's spelldance} | 1 action | Performance vs everyone's Perception DC, Stride once or twice, then Cast a Spell. |
| Portents of the Haruspex | {action:portents of the haruspex} | reaction | (a creature within 30 feet drops to 0 HP without its body destroyed) reads its wounds for a gli |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Scatter Swarm | {action:scatter swarm} | 1 action | their familiar disperses a swarm in its space: the swarm takes damage equal to its weakness to |
| Siphon Power | {action:siphon power} | free action | (once a day, before acting) casts one spell their familiar knows from their patron or lessons, |
| Split Hex | {action:split hex} | 1 action | (spellshape) their next single-target harmful hex is cast 2 ranks lower and can choose a second |
| Sympathetic Strike | {action:sympathetic strike} | 1 action (once a round) | Frequency once per round You collect your patron's magic into one of your witch armaments, causing t |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
Wizard34
Slash commands
/tgwizard drain <spell> [alias] [player]
Drain your bonded item: recast an already-cast spell with no slot cost (once/day, not enforced)
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bespell Strikes | {action:bespell strikes} | free action (once a round) | After a non-cantrip spell: a Strike deals an extra 1d6 force (or the spell's type) this turn. |
| Bond Conservation | {action:bond conservation} | 1 action | (after a Drain Bonded Item spell) gains an extra use of Drain Bonded Item for a spell 2 or more |
| Call Wizardly Tools | {action:call wizardly tools} | 1 action | teleports their bonded item or spellbook (1 Bulk or less, within 1 mile) to their hand or feet. |
| Chaotic Spell | {action:chaotic spell} | 1 action | Your next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect. |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Convincing Illusion | {action:convincing illusion} | reaction | An observer nearly saw through your illusion: a check against its Perception DC. |
| Counterspell (Prepared) | {action:counterspell (prepared)} | reaction | Expend the same prepared spell to counteract a foe's casting of it. |
| Detonating Spell | {action:detonating spell} | 1 action | Your next single-target damage spell also splashes adjacent creatures for its rank. |
| Dizzying Spell | {action:dizzying spell} | 1 action | Your next single-target Will-save spell leaves a failed target Stupefied 2 (3 on a critical failure). |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Elemental Defense | {action:elemental defense} | 1 action | Your next spell with an element trait gives you resistance to that element equal to twice its rank. |
| Energy Ablation | {action:energy ablation} | 1 action | Your next energy-damage spell gives you resistance to an energy type equal to its rank. |
| Explosive Arrival | {action:explosive arrival} | 1 action | Your next summon spell detonates around the creature: 1d4 fire per rank. |
| Forcible Energy | {action:forcible energy} | 1 action | Your next acid, cold, electricity, fire or sonic spell gives one damaged target weakness 5 to that type. |
| Helt's Spelldance | {action:helt's spelldance} | 1 action | Performance vs everyone's Perception DC, Stride once or twice, then Cast a Spell. |
| Incriminating Spell | {action:incriminating spell} | 1 action | Your next mental spell makes the target blame another creature you pick. |
| Knockback Spell | {action:knockback spell} | 1 action | Your next burst, cone, emanation or line spell (Reflex or Fortitude, no duration) pushes those who fail 5 feet (10 on a critical failure). |
| Linked Focus | {action:linked focus} | free action (once a day) | You have linked your bonded item to the well of energy that powers your school spells. Once per day |
| Nonlethal Spell | {action:nonlethal spell} | 1 action | Your next damaging spell without the death or void trait gains the nonlethal trait. |
| Overwhelming Energy | {action:overwhelming energy} | 1 action | Your next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic. |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Redirect Teleportation | {action:redirect teleportation} | reaction | (a creature teleports within 60 feet) expends a prepared teleportation spell and counteracts th |
| Scintillating Spell | {action:scintillating spell} | 1 action | Your next Reflex-save spell (no duration) dazzles those who fail, blinds those who critically fail. |
| Second Thoughts | {action:second thoughts} | reaction | (a single target critically succeeded at its Will save against their mental spell) casts it aga |
| Secondary Detonation Array | {action:secondary detonation array} | 1 action | You divert some of your spell's energy into an unstable runic array. If your next action is to Cast |
| Sepulchral Sublimation | {action:sepulchral sublimation} | 1 action | Destroy an undead minion; your next necromancy spell (rank up to half its level) costs no slot. |
| Shared Focus | {action:shared focus} | 1 action | a willing ally within 30 feet with a focus pool gains 1 temporary Focus Point until the start o |
| Spell Protection Array | {action:spell protection array} | 1 action | inscribes a glowing circle within 30 feet: creatures in it get **+1 status** to saves against m |
| Spell Tinker | {action:spell tinker} | 2 actions | after casting a self-only spell with a choice (resist energy, a polymorph form) changes the cho |
| Spellbinding Speech | {action:spellbinding speech} | 1 action | an Arcana check against the Will DC of a creature within 30 feet who understands them: a succes |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
| Worldsphere Gravity | {action:worldsphere gravity} | 1 action | Your next area spell of rank 5 or higher can apply a planar effect (once an hour). |
Archetypes217
Acrobat6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Dancing Dodge | {action:dancing dodge} | reaction | Trigger You're hit by a Strike during the first round of combat Effect You take advantage of the fac |
| Dodge Away | {action:dodge away} | reaction | +1 AC against a melee attack; Step if it misses. |
| Mockingbird's Disarm | {action:mockingbird's disarm} | reaction (once per minute) | After tumbling through a foe: Disarm it with Acrobatics. |
| Show-Off | {action:show-off} | free action (once per minute) | Redo a challenging Acrobatics/Athletics check; win temp HP. |
| Tumbling Opportunist | {action:tumbling opportunist} | free action (once per minute) | After tumbling through a foe: Trip it with Acrobatics. |
| Tumbling Strike | {action:tumbling strike} | 1 action | Dive through an adjacent enemy's space and Strike it. |
Alter Ego5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Assume a Role | {action:assume a role} | exploration | Requirements You've spent at least 1 hour studying a creature whose role you intend to copy and have |
| It Was Me All Along! | {action:it was me all along!} | 1 action (once a day) | Reveal yourself, Stride and Feint; roll your first attack twice. |
| Muscle Mimicry | {action:muscle mimicry} | reaction | Copy an enemy's maneuver: a bonus to your next Athletics check. |
| Swap Reflections | {action:swap reflections} | 2 actions (once per 100 rounds) | Swap places with an enemy through reflections. |
| We're on the List | {action:we're on the list} | reaction | Aid an ally's Deception: they roll twice. |
Apocalypse Rider8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Contagious Spell | {action:contagious spell} | 1 action | A Mythic Point: your next damaging or debilitating spell with a number of targets gets one more. |
| History of Violence | {action:history of violence} | 2 actions (once per 100 rounds) | Frequency once per 10 minutes Your attacks bring with them echoes of previous battles, calling the u |
| Memory of Nothing | {action:memory of nothing} | 2 actions | A Mythic Point: a Will save; activities of three or more actions (two on a failure) cost it 12d8. |
| Overawe Crowd | {action:overawe crowd} | 2 actions | Requirements You are sharing the same space as a swarm or are adjacent to a troop Effect Spend 1 Myt |
| Putrefaction | {action:putrefaction} | 2 actions | A Mythic Point: enemies within 60 feet save or are Sickened 1; food and potions spoil. |
| Steal Death | {action:steal death} | reaction | Reduce another's Doomed or Dying by 1; fast healing 5 for you and your mount. |
| To War! | {action:to war!} | 3 actions (once an hour) | Command your mount to charge through foes; allies who saw it gain temporary HP and +2 damage. |
| Virulent Strike | {action:virulent strike} | 1 action | A Strike that makes the target save again against its worst disease or poison. |
Archaeologist1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Archaeologist's Luck | {action:archaeologist's luck} | free action (once an hour) | Reroll a failed check against a trap. |
Archer5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Archer's Aim | {action:archer's aim} | 2 actions | A careful shot: +2 to hit, ignore Concealed. |
| Crossbow Terror | {action:crossbow terror} | 1 action | Reload a crossbow and Demoralize. |
| Quick Shot | {action:quick shot} | 1 action | Draw a bow or crossbow and Strike in one action. |
| Staggering Fire | {action:staggering fire} | 1 action | A ranged Strike that slows the target on a hit. |
| Unobstructed Shot | {action:unobstructed shot} | 2 actions | Shove or Trip an adjacent creature, then shoot. |
Archfiend13
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Brandish Authority | {action:brandish authority} | 2 actions | Demoralize every enemy within 30 feet. |
| Don Thy Fervor | {action:don thy fervor} | 1 action | +2 to social skills for a minute. |
| Drain Realm | {action:drain realm} | free action | Shrink the realm to heal and empower your Strikes. |
| Enter Seat Of Power | {action:enter seat of power} | exploration | You focus your mind on your seat of power, then tap into this connection to transport yourself to it |
| Imprison Foe | {action:imprison foe} | 1 action | A Mythic Point: send a creature you just hurt to your dungeon. |
| Lord of the Fiends | {action:lord of the fiends} | 2 actions | A Mythic Point: mythic Recall Knowledge on every fiend. |
| Manifest Realm | {action:manifest realm} | 2 actions (once an hour) | A 20-foot realm of your own around you. |
| Profane Bargain | {action:profane bargain} | 3 actions | You can strike a profane bargain with a willing, sapient creature. That creature promises to never t |
| Realm Strider | {action:realm strider} | Translocate in a burst of your realm's energy. | |
| Set Up Your Realm | {action:set up your realm} | Name your realm and choose its damage type. | |
| Spread Realm | {action:spread realm} | free action | Grow the realm by 10 feet. |
| Sustain Your Realm | {action:sustain your realm} | 1 action | Keep it, let it shrink, or dismiss it. |
| Unleash Realm | {action:unleash realm} | free action | Punish an enemy in the realm: 4d8, basic Fortitude. |
Arena Contestant5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Levered Swing | {action:levered swing} | 1 action | Fly up to your Speed around an anchor point in reach of your lash. |
| Slingshot Maneuver | {action:slingshot maneuver} | reaction | Trigger A willing ally enters a space within your lash's reach using a move action. You spin your la |
| Slurp Up | {action:slurp up} | 1 action | Your tongue darts out in search of refreshment. Choose a liquid container of up to light Bulk within |
| Snap Falling Fruit | {action:snap falling fruit} | reaction | Trigger You or an ally within reach of your lash is the target of a physical ranged attack. Your las |
| Whirling Clobber | {action:whirling clobber} | 3 actions | Requirements You have a creature Grabbed or Restrained with your lash. After you've grasped a creatu |
Artillerist5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cannon Corner Shot | {action:cannon corner shot} | 1 action | An extra Load turns a burst Launch into a line twice as long, or vice versa. |
| Field Artillery | {action:field artillery} | 1 action | Interact with an adjacent mounted siege weapon: +10 feet Speed for 1 round. |
| Live Ammunition | {action:live ammunition} | free action | Load a willing, Unconscious or Restrained creature as payload (two extra Load actions). |
| Named Artillery (Designate) | {action:named artillery (designate)} | free action | Spend a full day designating one siege weapon as yours (+2 AC/Fort/Ref, +2xlevel HP). |
| Named Artillery (Maintain) | {action:named artillery (maintain)} | free action | Spend an hour of daily prep maintaining your Named Artillery, or lose its benefits. |
Ascended Celestial13
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Abjure Harm | {action:abjure harm} | reaction | A Mythic Point: a critical Strike is only a hit. |
| Aegis for the Innocent | {action:aegis for the innocent} | 1 action | A barrier of light around an ally repels enemies. |
| Army of One | {action:army of one} | 3 actions | Your armament strikes every enemy in the light. |
| Ascend: Incredible Speed | {action:ascend: incredible speed} | 1 action (once a day) | Fly at double Speed for 5 rounds. |
| Bless Ally | {action:bless ally} | 1 action (once per 100 rounds) | An ally rolls its next Will save twice. |
| Celestial Armament Strike | {action:celestial armament strike} | 1 action | +1d8 spirit; a critical hit can blind. |
| Channel Divine Spark | {action:channel divine spark} | 1 action (once an hour) | Full radiance: temp HP, resistance, Quickened. |
| Cleansing Spell | {action:cleansing spell} | 1 action | Infused with celestial light, your magic can more effectively heal wounds and purge afflictions. If |
| Consult Celestial Advisor | {action:consult celestial advisor} | exploration (once a day) | Frequency once per day For many, the Calling of an ascended celestial is a wondrous but challenging |
| Flyby Attack | {action:flyby attack} | 2 actions | Effect You Fly and can make a Strike at any point along the way. |
| Nimbus | {action:nimbus} | 1 action | Shed light; allies in it resist fear. |
| Shining Glory | {action:shining glory} | 2 actions | Allies gain +3; enemies in the light fall to fear. |
| Steadfast Will | {action:steadfast will} | free action (once an hour) | Roll a Will save twice and take the higher. |
Assassin4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Assassinate | {action:assassinate} | 2 actions | Unnoticed: 6d6 precision and a save-or-die on your mark. |
| Mark for Death | {action:mark for death} | 3 actions | Designate your mark: Seek/Feint bonuses and sneak attack. |
| Public Execution | {action:public execution} | 1 action | Announce your mark's death: witnesses can't act against you. |
| Strike Your Mark | {action:strike your mark} | 1 action | A Strike with Mark for Death's extra precision damage. |
Avenger3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Silence the Profane | {action:silence the profane} | reaction | Strike a caster: Off-Guard, and the spell may be disrupted. |
| Slay | {action:slay} | 2 actions | Strike a Doomed 2+ target: 4d6 precision, or death. |
| Zealous Inevitability | {action:zealous inevitability} | 1 action | Strike with your deity's weapon: the target becomes Doomed. |
Avenging Runelord9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Apocalyptic Visions | {action:apocalyptic visions} | 2 actions (once a day) | A Mythic Point: show up to 10 creatures Earthfall. |
| Call to Hand | {action:call to hand} | 1 action | Your autonomous weapon teleports into your grip. |
| Choose a Runelord Spell | {action:choose a runelord spell} | The innate spell a Runelord feat gives you. | |
| Choose Your Sin | {action:choose your sin} | Envy, gluttony, greed, sloth or wrath. | |
| Draw From the Pages | {action:draw from the pages} | 3 actions (once a day) | A Mythic Point: cast from your spellbook, heightened. |
| Runelord's Response | {action:runelord's response} | reaction | A Mythic Point: twist a spell back at its caster. |
| Subjugation | {action:subjugation} | 2 actions | A Mythic Point: slow or seize a creature's mind. |
| Vindictive Thoughts | {action:vindictive thoughts} | reaction | A Mythic Point: a spell's caster suffers your save. |
| Writhing Runelord Weapon | {action:writhing runelord weapon} | 2 actions | A Mythic Point: Stride and Strike twice with reach. |
Bastion2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Disarming Block | {action:disarming block} | free action | After a Shield Block, Disarm the attacker. |
| Drive Back | {action:drive back} | reaction | Shove an enemy striking an adjacent ally. |
Battle Harbinger13
Slash commands
/tgbattleharbinger tandemonslaught <aura> [also] [alias] [player]
After a Strike hits, Sustain a battle aura
/tgbattleharbinger sustain <aura> [also] [alias] [player]
Sustain a battle aura (Tandem Auras: two)
/tgbattleharbinger auraexpertise <aura> [also] [alias] [player]
Free Sustain of a battle aura as your turn begins
/tgbattleharbinger empoweredonslaught <aura> [alias] [player]
Reaction: raise an aura's bonus by 1 (max 4)
/tgbattleharbinger livethecreed <aura> [target] [alias] [player]
Cast a battle aura from a divine font slot
/tgbattleharbinger cover <aura> <target_alias> [alias] [player]
Toggle a creature in or out of an aura you're tracking by hand
/tgbattleharbinger tracking <aura> <mode> [alias] [player]
Measure an aura on the map, or keep who's inside by hand
/tgbattleharbinger status [alias] [player]
Your active battle auras
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aura Expertise | {action:aura expertise} | free action (once a round) | Free Sustain as your turn begins. |
| Empowered Onslaught | {action:empowered onslaught} | reaction (once a round) | Raise an aura's bonus by 1 (max 4). |
| Live the Creed | {action:live the creed} | 1 action (once per 100 rounds) | Cast a battle aura from a divine font slot. |
| Sustain a Battle Aura | {action:sustain a battle aura} | 1 action | Sustain your aura (Tandem Auras: two). |
| Tandem Onslaught | {action:tandem onslaught} | free action (once a round) | After a Strike hits, Sustain a battle aura. |
Beast Gunner3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Controlled Bullet | {action:controlled bullet} | 2 actions (once a day) | A shot that carries on from target to target. |
| Drain Vitality | {action:drain vitality} | 1 action (once per minute) | Temporary HP and end persistent damage; the gun is spent. |
| Spellsling | {action:spellsling} | 3 actions | Imbue an attack-roll spell in your gun and fire. |
Beast Lord5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bat Around | {action:bat around} | 2 actions | Strike, then Shove the foe toward your companion. |
| Choose Your United Companion | {action:choose your united companion} | Unite with a mature animal or advanced construct companion. | |
| Defend Our Union | {action:defend our union} | reaction | Stride and Strike the foe who hit your companion. |
| Pack of the Beast Lord | {action:pack of the beast lord} | 3 actions | A Mythic Point: your companion is Gargantuan and tough. |
| Unified Stance | {action:unified stance} | 1 action | Your united companion is Quickened (Stride or Strike). |
Beastmaster18
Slash commands
/tgbeastmaster sinkingjaws <companion_alias> <target_alias> [alias] [player]
Your companion's jaws squeeze a grabbed foe
/tgbeastmaster tenaciousendurance <companion_alias> [alias] [player]
Your companion refuses to yield at 0 Hit Points
/tgbeastmaster bestialprotection <attacker_alias> [alias] [player]
Frighten a creature that attacked you near your companion
/tgbeastmaster ferociouscharge <companion_alias> <target_alias> [moved_20_feet] [specialized] [alias] [player]
Your companion charges and Strikes
/tgbeastmaster runningkick <companion_alias> <target_alias> [alias] [player]
Your companion weaves in, kicks, and repositions
/tgbeastmaster sweepingtail <companion_alias> <target_alias> <target_alias2> [alias] [player]
Your companion sweeps its tail at two foes
/tgbeastmaster viciousrend <companion_alias> <target_alias> [specialized] [alias] [player]
Your companion rends a foe twice
/tgbeastmaster billowingwings <companion_alias> <target_alias> [alias] [player]
Your winged companion gusts a foe at range
/tgbeastmaster packmovement <strike_name> <companion_alias> <companion_strike_name> <target_alias> [alias] [player]
You and your companion Stride together and Strike the same foe
/tgbeastmaster packtakedown <strike_name> <companion_alias> <companion_strike_name> <companion_alias2> <companion_strike_name2> <target_alias> [alias] [player]
You and both active companions Strike the same foe (needs Lead the Pack)
/tgbeastmaster call <companion_alias> [alias] [player]
Call in a non-active companion's projection for its support benefit
/tgbeastmaster swiftguardian <outgoing_alias> <incoming_alias> [alias] [player]
Swap your active companion for a different one
/tgbeastmaster command <mode> <companion_alias> [strike_name] [target_alias] [companion_alias2] [strike_name2] [target_alias2] [alias] [player]
Command an Animal: one companion for 2 actions, or -- with Lead the Pack -- both for 1 action each
/tgbeastmaster freeaction <companion_alias> [strike_name] [target_alias] [alias] [player]
Mature Beastmaster Companion: your companion Strides or Strikes on its own, no command spent
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Beastmaster's Call | {action:beastmaster's call} | 1 action (once a round) | Frequency once per turn You quickly call in a primal projection of a non-active companion to provide |
| Call Companion (Beastmaster) | {action:call companion (beastmaster)} | Spend a minute switching your active animal companion. | |
| Pack Movement | {action:pack movement} | 2 actions | You and your companion move to take down a common enemy. You and your animal companion both Stride. |
| Swift Guardian | {action:swift guardian} | free action | Trigger You roll initiative. When danger appears, you quickly send away your active companion and ca |
Blackjacket7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Battlefield Agility | {action:battlefield agility} | 1 action | Flanked: a melee Strike on a flanker and a Step. |
| Belay That! | {action:belay that!} | reaction | An ally critically failed a Strike: their next Strike keeps that penalty. |
| Close Contract | {action:close contract} | 1 action | Dismiss your course of action for temporary Hit Points. |
| Lead by Example | {action:lead by example} | 1 action | A Strike at -2 that gives the next ally +2 against the target. |
| Mercenary Motivation | {action:mercenary motivation} | exploration | A large part of being in the Mercenary League entails doing mercenary work. You spend 1 minute plann |
| Nothing Personal | {action:nothing personal} | 1 action | Designate an impediment that takes extra weapon dice. |
| Opportune Opening | {action:opportune opening} | reaction | An ally crit a foe in your reach: Strike it while it's off-guard. |
Blessed One2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blessed Denial | {action:blessed denial} | reaction | Reduce a condition an ally would take by 1. |
| Blessed Spell | {action:blessed spell} | 1 action (once per 100 rounds) | A single-ally spell also removes a harmful condition (once per 10 minutes). |
Bloodrager5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blood Calls Blood | {action:blood calls blood} | free action | Finish a disrupted spell, then become drained. |
| Harvest Blood | {action:harvest blood} | 1 action | Requirements Your last action was a successful piercing or slashing melee Strike against a creature |
| Hematocritical | {action:hematocritical} | free action | After a critical hit: your next spell attack rolls twice, or the foe's save against it rolls twice (lower). |
| Siphon Magic | {action:siphon magic} | 1 action | After harvesting a caster's blood, regain a spell slot and become drained. |
| Spelldrinker | {action:spelldrinker} | 1 action (once an hour) | Add a 3rd-rank spell from the blood you drank (once an hour). |
Bounty Hunter3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Hunt Prey | {action:hunt prey} | 1 action | Designate a creature as your hunted prey. |
| Opportunistic Grapple | {action:opportunistic grapple} | reaction | Your prey critically failed a melee Strike: Grapple it. |
| Posse | {action:posse} | exploration | Requirements You have designated prey with Hunt Prey. By spending 1 minute giving guidance to help h |
Broken Chain9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Break the Causal Chain | {action:break the causal chain} | (once a day) | Spend a Mythic Point: undo the past week as with a Wish (once a month). |
| Bring Into the Fold | {action:bring into the fold} | 2 actions (once a day) | Up to 10 hearers save Will; changes of attitude last longer (once a day). |
| Cry of Rebellion | {action:cry of rebellion} | 3 actions (once an hour) | Allies +2 status; foes take level d4 sonic (once an hour). |
| Liberty or Death | {action:liberty or death} | 2 actions | A mythic Strike at an ultimatum's target: Fortitude or die. |
| Lose Your Chains | {action:lose your chains} | reaction | A grabbed or restrained ally Escapes at mythic proficiency. |
| Release Me! | {action:release me!} | 1 action | Strike the creature holding you, then Escape. |
| Remember Their Names | {action:remember their names} | 2 actions | 12d6 mental to an ultimatum's target, then persistent damage. |
| Stand Firm | {action:stand firm} | 1 action | Reduce an ally's frightened by 2. |
| Ultimatum of Liberation | {action:ultimatum of liberation} | 1 action (once a day) | Proclaim an ultimatum against an oppressor (once a day); its target is remembered. |
Bullet Dancer6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Black Powder Blaze | {action:black powder blaze} | 2 actions | Stride, boost off the shot, and Strike in melee. |
| Bullet Dancer Reload | {action:bullet dancer reload} | 1 action | Strike with a firearm, then reload it with no free hand. |
| Bullet Dancer Stance | {action:bullet dancer stance} | 1 action | Enter or leave the stance: firearms and their melee forms only. |
| Burn: Covering Blaze | {action:burn: covering blaze} | free action | After a melee hit: your next shot at them triggers no reactions. |
| Burn: Hot Barrel | {action:burn: hot barrel} | 1 action | After a shot in reach: a melee Strike with extra fire and persistent fire. |
| Ranged Disarm | {action:ranged disarm} | 1 action | Disarm with a ranged attack roll instead of Athletics. |
Campfire Chronicler3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cozy Campfire | {action:cozy campfire} | exploration | You spend 1 hour building a campfire in a single unoccupied square and whispering the stories of tho |
| Offer Story | {action:offer story} | 1 action | You share a story of your travels with a creature within 30 feet. You gain the blessing of Isthralei |
| Stories of Home | {action:stories of home} | (once a day) | Ten minutes of stories: heal allies and clear Doomed, Drained and Fatigued (once a day). |
Captain3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Direct Your Follower | {action:direct your follower} | 1 action | Give a follower 2 actions (3 with Tactical Guidance). |
| Follower Acts Alone | {action:follower acts alone} | free action | Your active follower Strides or Strikes on its own -- no action, no command spent. |
| Recruit a Follower | {action:recruit a follower} | Take on a follower: pick a name and a follower type. |
Captivator7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Beguiling Aura | {action:beguiling aura} | 1 action (once an hour) | A 30-foot aura that shoves enemies who fail your spells. |
| Choose a Captivator Spell | {action:choose a captivator spell} | Pick the occult illusion or mental spell for a slot. | |
| Countercharm | {action:countercharm} | reaction | Spend a spell to counteract an illusion or mental one. |
| Effortless Captivation | {action:effortless captivation} | free action | Trigger Your turn begins. You maintain your innate charms and illusions with hardly a thought. You S |
| Heightened Captivation | {action:heightened captivation} | 1 action (once a day) | Heighten your next captivator spell. |
| Look Again | {action:look again} | 1 action | If your charms or illusions fail to ensnare the minds of others, you can cast them again. If your ne |
| Reactive Charm | {action:reactive charm} | reaction (once a day) | Cast your 1st-rank mental spell at whoever targets you. |
Cartomancer5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Avoid Dire Fate | {action:avoid dire fate} | reaction | Requirements you have an active harrow omen Trigger you fail or critically fail a check associated w |
| Benevolent Spirit Deck | {action:benevolent spirit deck} | 2 actions | Cards protect an ally: +1 AC and resistance to your omen's type. |
| Cartomancy Casting | {action:cartomancy casting} | 1 action | Draw a card before a spell; a flat check to keep your omen. |
| Restore Omen | {action:restore omen} | exploration | Requirements You do not have an active harrow omen. You spend 10 minutes meditating with your harrow |
| Vengeful Spirit Deck | {action:vengeful spirit deck} | 2 actions | A harrow card strikes a target: damage of your omen's type, basic Reflex. |
Cathartic Mage2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Catharsis | {action:catharsis} | reaction | Trigger determined by your catharsis emotion Effect You gain the catharsis activation effects listed |
| Work Yourself Up | {action:work yourself up} | 2 actions | Take your Catharsis reaction on your own turn. |
Cavalier18
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Abrasive Drag | {action:abrasive drag} | 2 actions | Requirements You are mounted and have a creature Grabbed or Restrained. Your mount attempts an Athle |
| Cavalier's Charge | {action:cavalier's charge} | 2 actions | Your mount Strides twice; you Strike with +1. |
| Choose Your Mount | {action:choose your mount} | A young animal companion with the mount trait. | |
| Command Your Mount | {action:command your mount} | 1 action | Give your mount 2 actions; with a target it Strikes. |
| Cushion Landing | {action:cushion landing} | reaction | Your mount catches your fall: -15 feet, no Prone. |
| Dashing Pickup | {action:dashing pickup} | 1 action | Command your mount to Stride by and pick you up. |
| Defend Mount | {action:defend mount} | reaction | Use your defenses instead of your mount's. |
| Fly Your Banner | {action:fly your banner} | +1 to Will saves against fear for you and allies. | |
| Mount Acts Alone | {action:mount acts alone} | free action | Your mount Strides or Strikes on its own -- no action, no command spent. |
| Mounting Leap | {action:mounting leap} | 1 action | Leap onto a willing mount within 10 feet. |
| Quick Mount | {action:quick mount} | 1 action | Mount your adjacent, willing mount and Command it. |
| Rearing Display | {action:rearing display} | 1 action | Your mount rears and Strikes; you Demoralize. |
| Reckless Riding Lunge | {action:reckless riding lunge} | 1 action | Requirements You're mounted and wielding a melee weapon. You leap up to stand on your mount and dig |
| Ride-By Recovery | {action:ride-by recovery} | reaction | Trigger Your mount moves within reach of an unattended item of 1 Bulk or less. Requirements You're m |
| Trampling Charge | {action:trampling charge} | 3 actions | Your mount tramples through foes: basic Reflex. |
| Unseat | {action:unseat} | 1 action | Strike a mounted foe, then knock it from its mount. |
| Vaulting Gallop | {action:vaulting gallop} | 2 actions | Your mount Strides twice, leaping obstacles/foes. |
| Wave the Flag | {action:wave the flag} | 1 action | Allies under your banner reduce Frightened by 1. |
Celebrity5
Slash commands
/tgcelebrity youreanembarrassment <ally_alias> <dc> [alias] [player]
Give an ally who just failed a Will save vs. an incapacitation effect a second chance
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Command Attention | {action:command attention} | 1 action | You command the attention of all around you with style, ensuring their gaze falls only upon you unti |
| Never Tire | {action:never tire} | reaction | Trigger You would gain the Fatigued condition. Requirements You are Observed by at least three creat |
| Upstage | {action:upstage} | reaction | Trigger An enemy attempts a skill check and doesn't get a critical success After your foe has tried |
| You're an Embarrassment! | {action:you're an embarrassment!} | reaction | Trigger An ally within 30 feet fails a Will saving throw against an incapacitation effect. Some Fire |
Chime-Ringer3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Fleet Tempo | {action:fleet tempo} | 2 actions (once an hour) | +10 feet Speed for you and allies within 30 feet for a minute (hourly). |
| Sing to the Steel | {action:sing to the steel} | 2 actions | Give yourself and allies a chosen rune until your next turn. |
| Song of Grace and Speed | {action:song of grace and speed} | 2 actions | Quickened for you and allies for a minute (Strike, Stride or Step only). |
Choirmaster12
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose Your Student | {action:choose your student} | Take a willing ally as your student. | |
| Ensnaring Disarm | {action:ensnaring disarm} | free action | A disarmed item flies to your student. |
| Lesson of Mutual Gambits | {action:lesson of mutual gambits} | 1 action | The Feinted creature is open to your student. |
| Lesson of Sympathetic Vulnerability | {action:lesson of sympathetic vulnerability} | 1 action | Your Strikes and spells deal the type your student's attack exploited. |
| Lesson of the Broken Wing | {action:lesson of the broken wing} | 1 action | Draw an enemy in; your student attacks with +1. |
| Lesson of the Circling Gale | {action:lesson of the circling gale} | 1 action | You Step and your student Steps too. |
| Lesson of the Splintered Aegis | {action:lesson of the splintered aegis} | 1 action | Your student rolls their next attack twice. |
| Pupil's Guard | {action:pupil's guard} | reaction | You take the reaction aimed at your student. |
| Repeat Lesson | {action:repeat lesson} | reaction | Repeat the Athletics action your student failed. |
| Seize Advantage | {action:seize advantage} | reaction | Your student crit: Step or Stride. |
| Shared Save (you and your student) | {action:shared save (you and your student)} | Same save for both of you: you both take the better die. | |
| Simultaneous Strike | {action:simultaneous strike} | 1 action | You and your student Strike together. |
Chronoskimmer8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Borrow Time | {action:borrow time} | free action (once per minute) | Frequency once per minute Trigger Your turn begins. You reach ahead and make use of time that's yet |
| Escape Timeline | {action:escape timeline} | free action (once a day) | Frequency once per day Trigger Your turn begins. You step outside of the flow of time momentarily, a |
| Guide the Timeline | {action:guide the timeline} | 1 action (once a day) | Frequency once per day You know the result you want and subtly nudge the timeline to your intended d |
| Reset the Past | {action:reset the past} | free action (once a day) | Frequency once per day You manipulate time to recharge one of your temporal techniques—by revising y |
| Reversing Charge | {action:reversing charge} | 2 actions | Stride, Strike, and teleport back. |
| Space-Time Shift | {action:space-time shift} | free action (once per 100 rounds) | Frequency once per 10 minutes Trigger Your turn begins. You travel just a few moments into the futur |
| Superimpose Time Duplicates | {action:superimpose time duplicates} | 1 action (once an hour) | Frequency once per hour You call alternate versions of yourself, either from a different timeline or |
| Turn Back the Clock | {action:turn back the clock} | reaction (once a day) | Frequency once per day Trigger You fail a skill check or saving throw. After failing a test of skill |
City Agent2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Flash Your Badge | {action:flash your badge} | 2 actions | A 30-foot cone Demoralize; a creature with a clean record resists worse. |
| Loose Cannon | {action:loose cannon} | 1 action | A firearm Strike vs. a foe you haven't attacked this turn, +damage; a crit fail explodes it. |
Clawdancer12
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Abscission Shards | {action:abscission shards} | 1 action | After a frenzied claw or spinning talon hit: break off a shard (persistent bleed). |
| Claw and Talon Flow | {action:claw and talon flow} | 1 action | Requirements You're in either claw stance or talon stance. You fluidly shift between your two stance |
| Claw Snag | {action:claw snag} | reaction | A grabbed foe tries to Escape: claw it. |
| Dashing Pounce | {action:dashing pounce} | 2 actions | Leap and two frenzied claw Strikes. |
| Feline Dance | {action:feline dance} | reaction (once an hour) | Access catfolk ancestry Frequency once per hour Trigger You attempt a basic Reflex save. Requirement |
| Hindquarter Kick | {action:hindquarter kick} | 1 action | Requirements You are in claw stance and have Grabbed a creature. You hold your prey's defensive limb |
| Hunting Snag | {action:hunting snag} | reaction | Trigger A creature within your reach uses a move action or leaves a square during a move action it's |
| Spinning Stand | {action:spinning stand} | 1 action | Requirements You're Prone. You flare your legs around, using the momentum to both lash out and retur |
| Springboard | {action:springboard} | 1 action | After a spinning talon hit: Leap, then talon-Strike an enemy you land beside. |
| Storm of Claws | {action:storm of claws} | 3 actions | Requirements You're in either claw stance or talon stance. You lash out with your clawed limbs like |
| Talon Sweep | {action:talon sweep} | reaction | Trigger A creature attempts to Strike you while it's flanking you. Your long clawed legs let you cat |
| Wheeling Grab | {action:wheeling grab} | 1 action | You cartwheel on your claws, dancing over your foes. You shift into claw stance and Tumble Through. |
Clockwork Reanimator4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Hijack Undead | {action:hijack undead} | 1 action (once an hour) | Melee Strike an undead; on a hit it saves Will or becomes your minion. |
| Self Destruct | {action:self destruct} | reaction | Your reanimated companion explodes: 2d6 fire per level, basic Reflex. |
| Unwind Death | {action:unwind death} | 3 actions | Crafting DC 40 to revive a creature dead for up to 3 rounds. |
| Zombie Horde | {action:zombie horde} | 3 actions | You built your reanimated construct companion of modular components from various corpses. Its unique |
College Actor8
Slash commands
/tgcollegeactor bleakhumorist <target_alias> [alias] [player]
Reduced to 0 HP by a foe within 30 feet: murmur a bleak joke at it
/tgcollegeactor ruthlessorator [dc] [ally_alias] [alias] [player]
Launch into a powerful monologue (once per hour)
/tgcollegeactor sympatheticportrayal <target_alias> [is_hostile] [alias] [player]
After a successful famous-figure check: sway a witness
/tgcollegeactor enterstuntstance [alias] [player]
Enter Stunt Performer Stance (unarmored)
/tgcollegeactor exitstuntstance [alias] [player]
Leave Stunt Performer Stance
/tgcollegeactor cleantake <skill> <dc> [alias] [player]
After a failed (not critical) famous-figure check: reroll it
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bleak Humorist | {action:bleak humorist} | reaction (once a day) | A bleak joke: Will save or no reactions, slowed, prone. |
| Heaven's Step Offense | {action:heaven's step offense} | reaction | Your melee Strike dropped a creature: it becomes nonlethal and you Stride half your Speed toward another enemy. |
Collegiate Attendant9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cascade Bearer's Flexibility | {action:cascade bearer's flexibility} | free action (once a day) | Borrow a druid or wizard spellshape feat for the turn. |
| Cautious Word | {action:cautious word} | free action | Cast Shield after a Shield Block; Slowed 1 for a round. |
| Crusader's Masquerade | {action:crusader's masquerade} | 1 action | Concealed to undead while you hide and sneak. |
| Rain-Scribe Mobility | {action:rain-scribe mobility} | 2 actions | Stride twice, ignoring and clearing difficult terrain. |
| Spirit Sanctification | {action:spirit sanctification} | 1 action | Cost 1 spirit wisp Effect You immediately purify a spirit, which grants you a protective blessing be |
| Tempest-Sun Redirection | {action:tempest-sun redirection} | 1 action | The next damaging spell spares chosen targets and shields you. |
| Tempest-Sun Shielding | {action:tempest-sun shielding} | reaction | Expend a slot to reduce damage to you or an ally by 4x its level. |
| Uzunjati Recollection | {action:uzunjati recollection} | 1 action | Recall Knowledge, then tell it as a story at +1. |
| Uzunjati Storytelling | {action:uzunjati storytelling} | 1 action | Tell a story with a Recall Knowledge skill. |
Court Blade6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Expeditious Advance | {action:expeditious advance} | +10 feet status bonus to Speed in light or no armor. | |
| Flickering Twirl | {action:flickering twirl} | 1 action | Concealed until your next turn. |
| Inspiring Recitation | {action:inspiring recitation} | 1 action (once an hour) | A status bonus to one skill until your next turn. |
| Slowing Strike | {action:slowing strike} | free action (once a round) | After hitting an Off-Guard creature: a Fortitude save or -10 Speed. |
| Spy's Countermeasures | {action:spy's countermeasures} | free action | Trigger You succeed at a save against a detection, mental, or scrying effect. You've learned how to |
| Stunning Surprise | {action:stunning surprise} | 2 actions | From hiding: Stride, Strike, and a Fortitude save or Stunned. |
Crossbow Infiltrator6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Crescent Spray | {action:crescent spray} | 2 actions | Three ranged Strikes at one multiple attack penalty. |
| Infiltration Assassination | {action:infiltration assassination} | 2 actions | Melee Strike, latch on (Grabbed), then a ranged Strike. |
| Infiltrator's Blitz | {action:infiltrator's blitz} | 3 actions | Three Strikes while running, then Fatigued. |
| Infiltrator's Draw | {action:infiltrator's draw} | 1 action (once a round) | Draw a gauntlet bow or hand crossbow and Strike. |
| Infiltrator's Reload | {action:infiltrator's reload} | 1 action | Reload, then Hide, Sneak or Take Cover. |
| Reloading Trick | {action:reloading trick} | 1 action | Reload an unloaded hand crossbow or gauntlet bow and fire. |
Cultivator1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Wisteria-and-Peony Reunion | {action:wisteria-and-peony reunion} | free action (once an hour) | When you cast a focus spell, regain level + your Focus Points in Hit Points (hourly). |
Curse Maelstrom4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Counter Curse | {action:counter curse} | reaction | Counteract a curse or misfortune effect from your maelstrom. |
| Share Burden | {action:share burden} | reaction | Take an ally's curse or misfortune effect onto yourself. |
| Torrential Backlash | {action:torrential backlash} | 2 actions | In a maelstrom state: 1d6 void per level to everyone in it, basic Fortitude. |
| Unnerving Expansion | {action:unnerving expansion} | 1 action | Grow the maelstrom by 5 feet and Demoralize someone in it. |
Dandy7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bloom Cabaret Entrance | {action:bloom cabaret entrance} | free action (once a day) | Frequency once per day Trigger You're about to roll initiative. In socially exclusive venues like th |
| Distracting Flattery | {action:distracting flattery} | reaction | Trigger You observe a target's attitude toward yourself or your allies decrease as a result of an al |
| Influence Rumor | {action:influence rumor} | downtime | You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumo |
| Ivy Playhouse Strike | {action:ivy playhouse strike} | 1 action | You've spent so many hours at the Ivy Playhouse or sparring with the Street Performers and Actors' G |
| Reactive Falsehood | {action:reactive falsehood} | reaction (once an hour) | Frequency once per hour Trigger You fail to Lie to a creature in public Effect As your target sees t |
| Such a Disgrace! | {action:such a disgrace!} | reaction | Trigger An ally within 30 feet fails a Will saving throw against a mental effect. You expect the sam |
| Sundown Street Posturing | {action:sundown street posturing} | 1 action (once an hour) | Frequency once per hour Whether in the salon or on the street, you've captured the attention of ever |
Demolitionist2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Collapse Wall | {action:collapse wall} | reaction | Bring a rigged wall down on a creature. |
| Set Explosives | {action:set explosives} | 2 actions | Requirements You have 1 or 2 bombs in hand Effect You attach the bombs to an inanimate object within |
Detective2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bolera's Interrogation | {action:bolera's interrogation} | 3 actions (3 a day) | Will save or it can't lie and is worse at Deception (three a day). |
| Sense Alignment | {action:sense alignment} | 3 actions | A secret check to read a creature's alignment. |
Diabolic Scion3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| For My House! | {action:for my house!} | free action (once per minute) | Announce your house: +damage to anyone who witnessed it, once a minute. |
| Patronize the Arts | {action:patronize the arts} | reaction | An ally critically succeeds nearby: grant Eagerness, Persistence or Validation. |
| Stoic as Hell | {action:stoic as hell} | reaction | +2 circumstance to a triggering save/Will DC; a critical success grants temp HP too. |
Draconic Acolyte9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Benefactor's Wings | {action:benefactor's wings} | 1 action | Fly on spectral wings. |
| Channel Draconic Essence | {action:channel draconic essence} | 1 action | Call up (or dismiss) your spectral dragon. |
| Draconic Fury | {action:draconic fury} | 2 actions | A 15-foot cone of slashing damage; a basic Reflex save. |
| Draconic Resilience | {action:draconic resilience} | 1 action | +1 AC and bludgeoning resistance until your next turn. |
| Draconic Salvation | {action:draconic salvation} | reaction | Trigger You critically fail a saving throw against an effect with the same tradition trait as your d |
| Essence Overflow | {action:essence overflow} | 2 actions | End your channel in a burst of breath-type damage. |
| Frightening Power | {action:frightening power} | 1 action | Each enemy in 20 feet saves Will or is Frightened. |
| Reactive Resilience | {action:reactive resilience} | reaction (once a day) | While channeling: resistance equal to your level to the damage. |
| Reflexive Devotion | {action:reflexive devotion} | free action | On rolling initiative: Channel Draconic Essence. |
Dragon Disciple3
Slash commands
/tgdragondisciple setresistance <color> [alias] [player]
Apply your chosen dragon color's real resistance (Dedication, upgraded by Scales of the Dragon)
/tgdragondisciple breath <target_alias> <color> [alias] [player]
Unleash your breath weapon without spending Focus
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Deflecting Cloud | {action:deflecting cloud} | reaction (once per 100 rounds) | Beat your wings: hidden from a ranged attack (once every 10 minutes). |
Drake Rider7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose Your Drake Companion | {action:choose your drake companion} | Take the young dragon companion the Drake Rider Dedication grants. | |
| Death Dive | {action:death dive} | 3 actions | Your airborne dragon dives at a foe and Strikes. |
| Flair Rider Stance | {action:flair rider stance} | 1 action | A stance: your mount gives lesser cover and you lose the mounted Reflex penalty. |
| Guided Hover | {action:guided hover} | free action | Your airborne mount hovers without a Fly action. |
| Strafing Breath | {action:strafing breath} | 3 actions | In War Rider Stance: your mount Strides three times and its breath aura swells. |
| War Rider Stance | {action:war rider stance} | 1 action | A stance: your dragon has a 5-foot damaging aura. |
| War Rider's Aura (trigger) | {action:war rider's aura (trigger)} | free action | A creature started its turn in your War Rider Stance aura: roll its real damage and save. |
Dual-Weapon Warrior2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Dual-Weapon Blitz | {action:dual-weapon blitz} | 2 actions | Stride with a Strike from each one-handed weapon. |
| Flensing Slice | {action:flensing slice} | 1 action | After both Double Slice hits: bleed, off-guard, lower resistances. |
Duelist2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Duelist's Challenge | {action:duelist's challenge} | 1 action | Name your dueling opponent: more damage to it, less to anyone else. |
| Tut-Tut | {action:tut-tut} | free action | Pull the blow and Demoralize every enemy within 30 feet instead. |
Dusk Talon4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Burn Identity | {action:burn identity} | 2 actions (once per 100800 rounds) | Once a week: teleport away; witnesses forget you. |
| Deceptive Deduction | {action:deceptive deduction} | reaction | Learn the skill a creature used to Recall Knowledge; use Deception as it. |
| Feign Innocence | {action:feign innocence} | 1 action | Convince an enemy you're on its side. |
| Make Do | {action:make do} | 1 action | For a minute, ignore a held tool or weapon's broken condition (once a day per item). |
Eldritch Archer9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Eldritch Reload | {action:eldritch reload} | free action | Reload as a free action after a magical shot. |
| Eldritch Shot | {action:eldritch shot} | 3 actions | Requirements You are wielding a bow or a loaded crossbow Effect You Cast a Spell that takes 1 or 2 a |
| Enchanting Shot | {action:enchanting shot} | 2 actions | A bow or crossbow Strike with +2d6 mental damage. |
| Fatal Shot | {action:fatal shot} | 3 actions (once a day) | A Strike with +10d10; a critical hit may slay. |
| Homing Shot | {action:homing shot} | 1 action | A Strike around corners, ignoring cover. |
| Incorporeal Shot | {action:incorporeal shot} | 1 action (once a day) | A Strike through barriers; +4 against armor. |
| Magic Ammunition | {action:magic ammunition} | free action (once a round) | You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situa |
| Precious Ammunition | {action:precious ammunition} | 1 action | Ammunition counts as cold iron or silver this turn. |
| Transform Ammunition | {action:transform ammunition} | free action (once a round) | Frequency once per round Effect You transform a non-magical arrow or bolt on your person into a piec |
Eldritch Researcher5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Entities From Afar | {action:entities from afar} | 3 actions (once a day) | Cast Summon Entity as an innate occult spell (once a day). |
| Incredible Recollection | {action:incredible recollection} | 1 action | Up to five Recall Knowledge attempts at once. |
| Lorefinder | {action:lorefinder} | 2 actions (once a day) | Cast Locate as an innate occult spell (once a day). |
| Strange Script | {action:strange script} | 1 action (once a day) | Understand a touched text for an hour (once a day). |
| Words of Unraveling | {action:words of unraveling} | 2 actions (once a day) | Cast a curse as an innate occult spell (once a day). |
Elementalist Dedication (Remastered)8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Burning Spell | {action:burning spell} | 1 action | The next damage spell also sets a single target on fire. |
| Dousing Spell | {action:dousing spell} | 1 action | The next spell soaks a single target and helps end persistent fire or acid. |
| Growth Spell | {action:growth spell} | 1 action | The next area spell grows: +5 burst, +10 cone, +15 line. |
| Metabolize Element | {action:metabolize element} | reaction | Quickened (Step or Stride only) after an elemental spell hurts you. |
| Redirect Elements | {action:redirect elements} | reaction | A failed elemental spell attack is redirected; the attacker rerolls. |
| Reverberating Spell | {action:reverberating spell} | 1 action | The next area damage spell adds 1d8 sonic and deafens. |
| Rockslide Spell | {action:rockslide spell} | 1 action | The next area spell litters difficult terrain equal to its rank. |
| Wind-Tossed Spell | {action:wind-tossed spell} | 1 action | The next spell attack ignores concealment and cover. |
Eternal Legend10
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Demolishing Knockback | {action:demolishing knockback} | 1 action | A mythic Strike that pushes a foe through walls. |
| Earth to Heavens Strike | {action:earth to heavens strike} | 2 actions | Your blows hamper both a foe's mobility and cognitive functions by focusing first on their lower ext |
| Exaltation Overwhelming | {action:exaltation overwhelming} | 3 actions | Raising your weapon or fist aloft, you begin to gleam with dazzling radiance. You fulminate with pow |
| Faultless Defense | {action:faultless defense} | reaction | Resistance to half your level and a mythic Strike back. |
| Finish Their Story! | {action:finish their story!} | 2 actions | Though your tale is immortal, your foes aren't afforded such an advantage and mainly serve only to f |
| Immovable Object | {action:immovable object} | 1 action | A stance: immune to forced movement, can't be knocked prone. |
| Leaping Hedgehog Strike | {action:leaping hedgehog strike} | 2 actions | Leap at an enemy, Tumble Through it, then Strike. |
| Legend of Combat | {action:legend of combat} | 1 action | Spend a Mythic Point: an extra reaction each turn and Speed of Arms for a minute. |
| Speed of Arms | {action:speed of arms} | reaction | Trigger Your turn begins Effect You make a Strike against one opponent within your reach, or Stride |
| Weft and Warp | {action:weft and warp} | 3 actions | Stride, Strike, swap places, Strike again, and more. |
Exorcist5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cast Out | {action:cast out} | 2 actions | Counteract a possession from within 30 feet. |
| Collect Spirit Remnant | {action:collect spirit remnant} | 3 actions | Requirements You're holding your spirit dwelling Effect You brandish your spirit dwelling at the loc |
| Spirit's Absolution | {action:spirit's absolution} | 1 action | Spend a spirit wisp or remnant to heal yourself or an adjacent ally. |
| Spirit's Anguish | {action:spirit's anguish} | 2 actions | Spend a spirit wisp or remnant to howl sonic damage in a cone. |
| Spirit's Mercy | {action:spirit's mercy} | reaction | Trigger You take vitality or void damage, or you take any type of damage caused by a haunt, ghost, o |
Familiar Master1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Familiar Conduit | {action:familiar conduit} | 1 action | Your next ranged spell originates from your familiar. |
Familiar Sage5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Create Familiar Fulu | {action:create familiar fulu} | 2 actions (once a day) | Frequency once per day or greater (see Fulu Familiar); Requirements Your familiar is within 30 feet, |
| Familiar's Resolve | {action:familiar's resolve} | 1 action | +2 (+3) status to saves against fear on your next spell. |
| Golden Dragon's Bounty | {action:golden dragon's bounty} | 1 action | A spell's physical damage becomes a precious metal. |
| Seal of the Golden Dragon | {action:seal of the golden dragon} | reaction | Take your familiar's resistance until your next turn. |
| Vexing Tempest | {action:vexing tempest} | 1 action | An air spell also gusts creatures near your familiar away. |
Fan Dancer8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Dizzying Spin Dance | {action:dizzying spin dance} | 3 actions | Twirling Strike against up to three enemies. |
| Dragon's Journey | {action:dragon's journey} | 1 action | A reaction-free Stride; allies Stride with you. |
| Fluttering Distraction | {action:fluttering distraction} | reaction | An enemy's attack on an ally rolls twice, lower. |
| Peony's Flourish | {action:peony's flourish} | 3 actions | Stride twice; Performance against each passed creature's Will DC. |
| Sweeping Fan Block | {action:sweeping fan block} | reaction | +2 to AC against an ammunition attack. |
| Sweeping Fan Redirection | {action:sweeping fan redirection} | reaction | A blocked shot becomes your ranged Strike. |
| Twirl Through | {action:twirl through} | 1 action | Tumble Through with Performance. |
| Twirling Strike | {action:twirling strike} | 2 actions | Performance Tumble Through, then a fan Strike. |
Fated Warrior10
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Grief's Fury | {action:grief's fury} | reaction (once a day) | Your partner is dying: Doomed +1, +2 to attacks, temporary HP. |
| Heroic Defiance | {action:heroic defiance} | reaction (once per 100 rounds) | On gaining Doomed: temporary HP and +1 to saves for a minute. |
| Know Thy Doom | {action:know thy doom} | reaction (once a day) | Recovery check twice (better) instead of Dying rising; Doomed -1. |
| Martyr's Parry | {action:martyr's parry} | reaction | Take an attack meant for your bonded partner; they get +2 AC. |
| Needle in the Gods' Eyes | {action:needle in the gods' eyes} | 2 actions | Leap and Strike twice at one attack penalty. |
| Piercing Doom | {action:piercing doom} | 2 actions | Doomed 2+: a melee Strike, +1d10 void and Doomed -1 on a hit. |
| Spear Dancer | {action:spear dancer} | 1 action | Step then Strike, or Strike then Step, with a spear or polearm. |
| Spear of Doom | {action:spear of doom} | 1 action | Doomed 1+: a stance that Strikes back at whoever hit you. |
| Spear of Doom (Razor's Edge) | {action:spear of doom (razor's edge)} | free action | Razor's Edge: enter the Spear of Doom stance as a free action. |
| Spear of Doom Strike | {action:spear of doom strike} | reaction | In the stance: Strike the enemy that just hit you. |
Field Propagandist7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| A Tale To Believe In | {action:a tale to believe in} | 1 action | Counteract a mental effect on an ally with Deception. |
| Fabricate Truth | {action:fabricate truth} | 1 action | Deception: the target is Stupefied (Mass Delusion: all enemies). |
| Invented Vulnerability | {action:invented vulnerability} | 1 action (once a round) | Deception: the enemy gains a physical weakness for a round. |
| Invincible Army | {action:invincible army} | 1 action (once a round) | A tale of invincibility gives an ally resistance 5. |
| Predispose Settlement | {action:predispose settlement} | downtime | You spend 7 days of downtime seeding propaganda through a settlement with a population of 2,500 or f |
| Spread Propaganda | {action:spread propaganda} | exploration | You spread propaganda about a faction (which may include an army, organization, or other particular |
| The Truth As I See It | {action:the truth as i see it} | free action (once a day) | Once a day, roll a Lie twice and take the better. |
Fire-Hearted Braggart4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Boast | {action:boast} | 1 action | Declare a boast about a skill action. |
| Boaster's Challenge | {action:boaster's challenge} | 1 action | Challenge a foe: bonus damage against it on a success. |
| Bravo's Determination | {action:bravo's determination} | reaction | Deception against the attack DC to stay at 1 HP. |
| Daring Act | {action:daring act} | 2 actions | Acrobatics or Athletics against Reflex: Stride past a foe and leave it off-guard. |
Firework Technician5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Banshee Cry | {action:banshee cry} | reaction | Trigger A creature within 30 feet Casts a Spell or Activates an Item using a concentrate Activation |
| Coughing Dragon | {action:coughing dragon} | 2 actions | Choose either auditory or visual effects. The display gains that trait, and you attempt to counterac |
| Goblin Jubilee | {action:goblin jubilee} | 3 actions | Chaos fills a within 120 feet. All creatures in the area takes damage and must attempt a save. Every |
| Jumping Jenny | {action:jumping jenny} | 1 action | Target a flying creature within 60 feet. Until the start of your next turn, each time that creature |
| Launch Fireworks | {action:launch fireworks} | 1 action | Cost 1 versatile vial Requirements You're holding or wearing an Alchemist's Toolkit and have a free |
Five-Winds Vanguard4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cycle Elemental Stance | {action:cycle elemental stance} | 1 action | Requirements You're in one of the elemental stances Effect Stride or Step, and then enter a differen |
| Five Breaths, One Death | {action:five breaths, one death} | 3 actions (once per 100 rounds) | Strike, Cycle Elemental Stance and Strike again through every stance (once per 10 minutes). |
| Induce Imbalance | {action:induce imbalance} | 2 actions | Elemental-stance Strike; Fortitude save or Clumsy. |
| Protective Cycle | {action:protective cycle} | reaction | Cycle Elemental Stance and +2 to AC after taking damage. |
Flower Tiller9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Crop Member In or Out of Range | {action:crop member in or out of range} | Set by hand when there's no map (a map measures it). | |
| Crop Protection | {action:crop protection} | reaction | Trigger An enemy within your reach attacks a member of your crop. While you prefer to keep a low pro |
| Cut the Bonds | {action:cut the bonds} | 1 action | Counteract a magical effect holding an adjacent crop member. |
| Fumigate | {action:fumigate} | 2 actions | Requirements You are adjacent to an enemy that harmed a member of your crop during their last turn o |
| Manage Your Crop | {action:manage your crop} | 10 minutes talking: add or remove one of up to six. | |
| Quick Harvest | {action:quick harvest} | 1 action | You have learned to act quickly to help those in danger. You temporarily designate an ally you can s |
| Scarecrow Strike | {action:scarecrow strike} | 1 action | Strike a foe adjacent to 2+ crop members: bonus damage. |
| Show Your Crop | {action:show your crop} | Who is in your crop and who is in range. | |
| Silo Crop | {action:silo crop} | 1 action | You draw a little attention to yourself to take the pressure off of another. You , and the benefits |
Folklorist2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Rule of Three | {action:rule of three} | reaction | +2 to AC or a save against a villain repeating an attack. |
| Spin Tale | {action:spin tale} | 1 action (once per 100 rounds) | Frequency once every 10 minutes Effect You tell a story, designating one of your allies (but not you |
Forest Shadow3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Death from Above | {action:death from above} | 2 actions | Leap onto a foe from 10 feet above. |
| Forest Ambush | {action:forest ambush} | 3 actions (once per 100 rounds) | Ready Death from Above or an ambush activity (once per 10 minutes). |
| Sense the Strike | {action:sense the strike} | reaction | An attack targets your Survival DC instead of your AC. |
Game Hunter3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Hunt Prey | {action:hunt prey} | 1 action | Designate a creature as your hunted prey. |
| Keep Pace | {action:keep pace} | reaction | Your prey tries to move away: Stride to keep it in reach. |
| Quick Positioning | {action:quick positioning} | free action | Step twice, as your first action of the encounter. |
Geomancer7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Attunement Shift | {action:attunement shift} | free action (once per 100 rounds) | Shift your attunement to match the spell you just cast. |
| Draw From the Land | {action:draw from the land} | 1 action | After an attunement benefit: temporary HP equal to your level. |
| Quickened Attunement | {action:quickened attunement} | free action (once a day) | After Attunement Shift: the next terrain spell costs one action fewer. |
| Rough Terrain Stance | {action:rough terrain stance} | 1 action | A stance: adjacent squares are difficult terrain. |
| Set Terrain | {action:set terrain} | Say which terrain you're in for your terrain attunement. | |
| Shifting Terrain | {action:shifting terrain} | 1 action | In the stance: a Reflex save or Clumsy, Prone on a critical failure. |
| Terrain Shield | {action:terrain shield} | reaction (once per 100 rounds) | Resistance to physical damage equal to twice your level against a Strike. |
Ghost7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Fling Head | {action:fling head} | 1 action | Fling your head at an enemy: a Will save or Frightened. |
| Frightful Moan | {action:frightful moan} | 2 actions (once per 100 rounds) | Each living creature within 30 feet saves Will or is Frightened. |
| Ghost Flight | {action:ghost flight} | 2 actions (once a day) | For 10 minutes, fly to any height. |
| Ghostly Condemnation | {action:ghostly condemnation} | 2 actions | A 5th-rank Vision of Death on a target within 120 feet. |
| Klingegeist | {action:klingegeist} | 2 actions | Your imprisonment inside a Final Blade used to perform countless executions has instilled in you an |
| Pass Through | {action:pass through} | 3 actions (once per 100 rounds) | Fly up to your Speed and through one wall, door or window. |
| Remove Head | {action:remove head} | 1 action | Effect You Interact to remove your head from your ghostly body and hold it in a free hand. While you |
Ghost Eater2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Disrupting Strikes | {action:disrupting strikes} | 1 action | Strikes gain a disrupting rune until your next turn. |
| Reach Beyond | {action:reach beyond} | 1 action | Focus on an incorporeal creature inside an object: the flat check drops to DC 6. |
Ghost Hunter1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Ghost Strike | {action:ghost strike} | 2 actions (once a day) | Ghost touch on a weapon for 10 minutes (once a day). |
Ghoul3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Graveshift | {action:graveshift} | free action (once a day) | Frequency Once per day Requirements You are standing at the bottom of an open grave adjacent to up t |
| Swift Leap | {action:swift leap} | 1 action | Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This |
| Wrath of the First Ghoul | {action:wrath of the first ghoul} | 2 actions (once a day) | Frequency Once per day The ravenous maggots inside you become capable of exploding forth from your a |
Gilded Legionnaire11
Slash commands
/tggildedlegionnaire commitmenttoprotection <target_level> <ally_alias> [ally_alias2] [ally_alias3] [lasting] [alias] [player]
Guide up to three allies into a defensive pose against a threat's next attack
/tggildedlegionnaire polisheddistraction <target_alias> [target_alias2] [target_alias3] [alias] [player]
Dazzle nearby foes with light reflected off your armor
/tggildedlegionnaire helllancershot <strike_name> <target_alias> [alias] [player]
A ranged Strike against a fiend, +2x weapon dice on a hit (counts as two Strikes)
/tggildedlegionnaire noneedtofear <target_alias> <dc> <target_rank> [alias] [player]
Counteract a fear effect's own save for yourself or an ally
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Commitment to Protection | {action:commitment to protection} | 1 action | Warn up to three allies to brace against a threat. |
| Commitment to Valor | {action:commitment to valor} | reaction | Trigger You would gain the Fleeing condition. While fear might distract you from your duty, it'll ne |
| Commitment to Vigilance | {action:commitment to vigilance} | 1 action | Your foes find it difficult to maneuver around you without attracting your attention. While in this |
| Hell-Lancer Shot | {action:hell-lancer shot} | 2 actions | A ranged Strike at a fiend, +2x weapon dice. |
| No Need to Fear | {action:no need to fear} | reaction | Counteract a fear effect for yourself or an ally. |
| Polished Distraction | {action:polished distraction} | 2 actions | Dazzle foes with light off your armor. |
| Watch Your Back | {action:watch your back} | 1 action | An ally within 60 feet can't be Off-Guard from flanking until your next turn. |
Gilded Syndicate Agent1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Silent Sting | {action:silent sting} | reaction | After a light-bulk Strike, Conceal an Object against everyone who can see you. |
Gladiator5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Big Debut | {action:big debut} | free action (once a day) | Skip initiative and go last; enemies who see you save or are stunned. |
| Gladiator's Entrance | {action:gladiator's entrance} | A combat with spectators: temporary HP equal to your level. | |
| Gladiator's Roar | {action:gladiator's roar} | 2 actions (once a day) | 6d10 sonic in a cone: Fortitude save, frightened. |
| Living for the Applause | {action:living for the applause} | reaction (once a day) | At 0 HP in front of a crowd: stay at 1 HP. |
| Play to the Crowd | {action:play to the crowd} | reaction | After dropping an enemy in front of a crowd: temp HP, +1 AC or +1 to your next attack. |
Godling6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Absolve Sins | {action:absolve sins} | 2 actions | Spend a Mythic Point: 14d6 mental to every enemy within 30 feet. |
| Divine Invulnerability | {action:divine invulnerability} | 1 action (once a day) | Spend a Mythic Point: resistance to all damage for a minute (once a day). |
| Intercession Spell | {action:intercession spell} | reaction (once a day) | Frequency once per day Trigger Your hierophant Casts a Spell Effect Interceding directly in your hie |
| Makes Me Stronger | {action:makes me stronger} | reaction | Trigger You take damage from your heroic weakness and are not reduced to fewer than 1 Hit Point by t |
| Pass Vengeful Judgment | {action:pass vengeful judgment} | 1 action (once a day) | 20d10 spirit, basic Fortitude, after your hierophant invoked it (once a day). |
| Stymie the Gods | {action:stymie the gods} | 2 actions (once an hour) | +2 status to AC and saves against divine and extraplanar effects for 3 rounds (hourly). |
Golden Fury Sister7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Fiendish Brand | {action:fiendish brand} | 2 actions | Strike and carve a bleeding brand (unholy bleed). |
| Golden Fury Stance | {action:golden fury stance} | 1 action | Stance: fury's fang attacks; crits Sicken. |
| Promise of Pain | {action:promise of pain} | 1 action (once per minute) | Mental damage to a Sickened enemy within 120 feet. |
| Puncture Flesh | {action:puncture flesh} | 1 action | After piercing damage: Grapple and persistent piercing. |
| Strike in the Stance | {action:strike in the stance} | 1 action | A Strike in the stance: a piercing crit Sickens the target. |
| Vengeance Strike | {action:vengeance strike} | reaction | Strike an enemy who just hurt you: it's Off-Guard. |
| Wrathful Presence | {action:wrathful presence} | 2 actions (once per 100 rounds) | A 30-foot aura: +3 Strike damage for you and allies. |
Golem Grafter1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Quicken Heartbeat | {action:quicken heartbeat} | 1 action (once per minute) | Reduce Slowed by 1, or be Quickened next turn (once per turn). |
Guardian1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Intercept Attack | {action:intercept attack} | reaction | Trigger An ally within 10 feet of you takes physical damage. You fling yourself in the way of oncomi |
Guerrilla13
Slash commands
/tgguerrilla hitandrun <strike_name> <target_alias> [alias] [player]
Stride/Step, Strike from hiding, then Sneak away
/tgguerrilla guerrillaassault <strike_name> <target_alias> [unnoticed] [alias] [player]
Reload a sling/blowgun and Strike; hidden if unnoticed
/tgguerrilla lonelyarmy <strike_name> <target_alias> [target_alias2] [target_alias3] [alias] [player]
Up to three Strikes in a row from hiding, then Fatigued
/tgguerrilla deathblow <strike_name> <target_alias> [hidden] [alias] [player]
A poisoned shot from hiding that can kill outright
/tgguerrilla frightfulattrition <target_alias> [target_alias2] [target_alias3] [target_alias4] [unseen] [alias] [player]
A foe just fell: witnesses make Will saves or flee
/tgguerrilla sabotage [machine_level] [target_alias] [alias] [player]
Sabotage a siege weapon/vehicle, or an enemy's wielded weapon
/tgguerrilla rallysupport [approach] [alias] [player]
Once a day: call on the locals for supplies or shelter
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Deathblow | {action:deathblow} | 2 actions | A poisoned shot from hiding that can kill outright. |
| Frightful Attrition | {action:frightful attrition} | reaction | A foe fell: witnesses save or flee. |
| Guerrilla Assault | {action:guerrilla assault} | 1 action (once a round) | Reload a sling/blowgun and Strike; Hidden if unnoticed. |
| Hit and Run | {action:hit and run} | 2 actions | Stride or Step, Strike from hiding, Sneak away. |
| Lonely Army | {action:lonely army} | 3 actions | Up to three Strikes in a row, then Fatigued. |
| Rally Support | {action:rally support} | 1 action (once a day) | Once a day: call on the locals. |
Guild Agent11
Slash commands
/tgguildagent snapoutofit <ally> <condition> <dc> [alias] [player]
Medicine check to reduce an adjacent ally's fascinated/frightened/stunned/stupefied
/tgguildagent setwayfindercantrip <cantrip> [alias] [player]
Wayfinder Resonance Tinkerer: choose the cantrip your wayfinder can cast at will
/tgguildagent castwayfindercantrip [alias] [player]
Wayfinder Resonance Tinkerer: activate your wayfinder to cast the chosen cantrip
/tgguildagent wayfinderdisguise [alias] [player]
Wayfinder Resonance Infiltrator: cast Illusory Disguise from your wayfinder (once/day)
/tgguildagent setwayfinderspell <spell> [alias] [player]
Westyr's Wayfinder Repository: store a 1st-rank spell in your wayfinder (Daily Prep)
/tgguildagent castwayfinderspell [alias] [player]
Westyr's Wayfinder Repository: cast your stored spell (expends it until Daily Prep)
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Archaeologist's Warning | {action:archaeologist's warning} | free action | Give allies +1 to initiative. |
| Dead Reckoning | {action:dead reckoning} | 2 actions | You've trained yourself to maintain a strong sense of direction at all times, even when you can't us |
| Eidetic Memorization | {action:eidetic memorization} | 3 actions | Pathfinders are often asked to study the intricacies of ancient history under less than ideal condit |
| Snap Out of It! (Guild Agent) | {action:snap out of it! (guild agent)} | 2 actions | Pathfinders are trained to help each other be safe and successful, and you know how to jolt your all |
| Swap Investment | {action:swap investment} | free action (once a day) | Invest an item and drop an invested one (once a day). |
Halcyon Speaker2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Dualistic Synergy | {action:dualistic synergy} | 1 action | A spell-slot spell also gives a Recall Knowledge bonus or temporary Hit Points. |
| Synergistic Spell | {action:synergistic spell} | 1 action | After a halcyon spell, cast another two-action halcyon spell free. |
Hallowed Necromancer1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). |
Heavenseeker4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cross the Final Horizon | {action:cross the final horizon} | 3 actions | Stride, then three Strikes at -2 each. |
| Heaven's Thunder | {action:heaven's thunder} | 1 action | Unarmed attacks and monk weapons add electricity and sonic damage. |
| Sky and Heaven Stance | {action:sky and heaven stance} | 1 action | A stance: skyward slash unarmed attacks, resistance 2 to electricity and sonic. |
| Skyseeker | {action:skyseeker} | 2 actions | Leap at an opponent with a Strike along the way. |
Hedge Mage5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Community Needs | {action:community needs} | 10 minutes: swap a prepared spell for a keepsake one. | |
| Humble Spell | {action:humble spell} | 1 action | Your next spell is subtle, not manipulate. |
| Practical Magic | {action:practical magic} | (2 a day) | Make a spell catalyst (two a day). |
| Simple Mastery | {action:simple mastery} | 1 action (once per 100 rounds) | Cast a keepsake spell one rank higher. |
| Tender Ministrations | {action:tender ministrations} | 1 action | Your next spell also eases a target's fear. |
Hellbound Aspirant5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call Hellfire | {action:call hellfire} | 2 actions (once per 100 rounds) | You unleash a blast of hellish fire. Each creature in a around you takes damage and damage, with a b |
| Dispute Terms | {action:dispute terms} | free action | Trigger Your turn begins. Requirements You are doomed. By questioning the terms of your contract, yo |
| Infernal Anguish | {action:infernal anguish} | 1 action | Requirements You are doomed, and your last action was a successful action. When you terrify your foe |
| Invoke Infernal Bargain | {action:invoke infernal bargain} | free action | Requirements You are not doomed Effect You call upon your infernal pact to surge with devilish power |
| Invoke Infernal Flames | {action:invoke infernal flames} | free action | Trigger You critically hit a creature with an unarmed attack granted by this feat Requirements You a |
Herbalist1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Endemic Herbs | {action:endemic herbs} | 1 action | Consume an herbal item: that place's benefit for a minute. |
Heroic Scion10
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Eternal Hero | {action:eternal hero} | reaction (once a day) | Dropped by magic: stay at 1 HP and be immune to damage until the end of your next turn. |
| Flash of Memory | {action:flash of memory} | free action | Spend a Mythic Point and attempt an Incarnation Lore check at mythic proficiency to Recall Knowledge |
| I've Been Here Before | {action:i've been here before} | exploration | You adapt quickly to new settings and terrains. When you make your daily preparations in a region yo |
| Internal Dialogue | {action:internal dialogue} | free action (once per 100 rounds) | Replace a failed skill check with an Incarnation Lore check (once per 10 minutes). |
| Momentary Respite | {action:momentary respite} | free action (once a day) | Spend a Mythic Point: heal 8d8 and clear persistent damage (once a day). |
| On My Best Day | {action:on my best day} | 1 action (once an hour) | An Incarnation Lore check against a very hard DC for AC and resistance (hourly). |
| Share Death's Promises | {action:share death's promises} | free action | Trigger Your turn begins Requirements You are gaining a bonus to damage from Let Death Be My Weapon |
| Telling Blow | {action:telling blow} | 1 action | Spend a Mythic Point: a mythic Strike with extra weapon dice. |
| To Me! | {action:to me!} | 2 actions (once a day) | Spend a Mythic Point: Stride and Strike, and allies rally toward you (once a day). |
| To Thine Own Self | {action:to thine own self} | reaction | Counteract a memory-altering or controlling effect with Incarnation Lore. |
Horselord10
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose Your Mount | {action:choose your mount} | A young animal companion with the mount trait. | |
| Command Your Mount | {action:command your mount} | 1 action | Give your mount 2 actions; with a target it Strikes. |
| Defy Chains | {action:defy chains} | reaction | Stare down a fiend that hit you: spirit damage both ways. |
| Dismounting Strike | {action:dismounting strike} | 1 action | Leap from your horse and Strike; extra weapon dice. |
| Face Your Fears | {action:face your fears} | 1 action (once an hour) | Reduce Frightened by 1; at 0, +1 against fear. |
| Fear No Pain! | {action:fear no pain!} | reaction (once a day) | An ally rerolls a failed mental save with +2. |
| Horselord's Bond | {action:horselord's bond} | Your mount's save vs. Confused/Controlled/Fascinated: success -> critical. | |
| Repel Darkness | {action:repel darkness} | 2 actions (once an hour) | Suppress magical darkness for a minute. |
| Shadowpiercing Charge | {action:shadowpiercing charge} | 3 actions | Charge on horseback and Strike two foes; dark bonus damage. |
| Swift Support | {action:swift support} | 1 action | Command your mount to Support: +5 feet Speed. |
Infernal Breaker7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Defy Hell | {action:defy hell} | 1 action | Stance: +2 to saves against mental effects; enables Infernal Breaker Strikes. |
| High Alert | {action:high alert} | 1 action | +1 AC and Reflex to an ally vs devils until your next turn. |
| Infernal Breaker Strike | {action:infernal breaker strike} | 1 action | A Strike in Defy Hell (Thorn in Hell's Side on a crit). |
| Infernal Breaker's Resolve | {action:infernal breaker's resolve} | 1 action (once an hour) | Temp HP equal to your level and +1 to Will saves. |
| Opportune Trickster | {action:opportune trickster} | reaction | As an ally Strikes, make the target Off-Guard. |
| Recall Knowledge (Infernal Breaker) | {action:recall knowledge (infernal breaker)} | 1 action | Devil/Hellknight Lore: Devil You Know and Hell's Bane. |
| Rend Armor | {action:rend armor} | 1 action | After a critical Strike: -2 to the creature's AC. |
Infernal Knight15
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blade of Law | {action:blade of law} | 2 actions | Requirements The target has attempted a hostile action against you since your previous turn. You cal |
| Blessing of the Five | {action:blessing of the five} | 3 actions (once a day) | The three-action Heal on your allies (once a day), or raise someone who died this round. |
| Branding Spell | {action:branding spell} | free action | Your next fire spell brands a creature that fails its save for a week. |
| Diabolic Certitude | {action:diabolic certitude} | free action | Trigger Your turn begins, and you can observe a devil. Your Hellknight training drilled details of H |
| Fear No Law, Fear No One | {action:fear no law, fear no one} | 1 action | A Strike; on a hit, allies in 20 feet lower their Frightened. |
| Free the Bound | {action:free the bound} | reaction | Trigger An ally within your reach is about to attempt a skill check to Escape Effect The triggering |
| Infernal Interference | {action:infernal interference} | 2 actions | Strike twice with your order's weapon: Stupefied and no reactions. |
| Masked Casting | {action:masked casting} | free action | As you begin to cast: Avert Gaze, with +2 to saves and checks to disbelieve illusions. |
| Seek Injustice | {action:seek injustice} | 3 actions (once a day) | See through 5 feet of stone or wood for a minute (once a day). |
| Sense Iniquity | {action:sense iniquity} | 1 action (once an hour) | For a minute, +2 to your Perception DC against Diversion, Feint and Lie and +2 to Seek Hidden or Impersonate (hourly). |
| Shackles of Law | {action:shackles of law} | 2 actions | You attempt to subdue a target with an attack and a follow‐up grab. Make a melee Strike. If it hits |
| Silence Heresy | {action:silence heresy} | 2 actions | A melee Strike that stifles the target's voice. |
| Spiritual Disruption | {action:spiritual disruption} | 2 actions | You channel disruptive power that severs a foe's spiritual connection to their magic. Make a melee S |
| Unfetter Sight | {action:unfetter sight} | 1 action (once an hour) | Allies within 30 feet gain Signifer's Sight for a minute (hourly). |
| Warding Shift | {action:warding shift} | 1 action | Requirements You're adjacent to a willing ally Effect You move the adjacent willing ally 5 feet in a |
Infernal Pactbreaker5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Annul Compulsion | {action:annul compulsion} | 2 actions | Many of the traps in the terms of a diabolic contract rely on curses, charms, or enchantments that e |
| Clarify Hellfire | {action:clarify hellfire} | 1 action | An obscure loophole in your contracts allows you to create hellfire that burns even devils. Until th |
| Condemn Soul | {action:condemn soul} | 2 actions | With a quick flourish, you draw together runes and legal bindings to condemn a creature's soul and b |
| Fine Print | {action:fine print} | free action (once per 100 rounds) | Frequency oncer per 10 minutes Trigger You Strike and deal damage to an Off-Guard creature with your |
| Impose Order (Infernal Pactbreaker) | {action:impose order (infernal pactbreaker)} | reaction | Trigger An enemy adjacent to you damages you. You impose the strict language of your folio on those |
Inventor1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Explode | {action:explode} | 2 actions | You intentionally take your innovation beyond normal safety limits, making it explode and damage nea |
Investigator1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Devise a Stratagem | {action:devise a stratagem} | 1 action (once a round) | Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of |
Iron Falcon5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Denounce Tyranny | {action:denounce tyranny} | 2 actions | Turn a wrongdoer's allies against it. |
| Frightening Indignation | {action:frightening indignation} | 1 action (once a day) | A 15-foot aura that frightens enemies (once a day). |
| Perplex | {action:perplex} | 2 actions | Diplomacy: the target is Stupefied (and Confused). |
| Size Up | {action:size up} | 1 action | Designate your focus; bonuses against it. |
| Uncanny Prediction | {action:uncanny prediction} | 2 actions | Your Size Up focus is Stunned unless it saves. |
Juggler5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Focused Juggler | {action:focused juggler} | free action | Keep Juggling another round, and juggle one more item. |
| Juggle | {action:juggle} | 1 action | Start juggling light items, add to them or keep it going until the end of your next turn. |
| Lobbed Attack | {action:lobbed attack} | 1 action | A thrown Strike with a juggled weapon; off-guard if unseen before. |
| Opportune Throw | {action:opportune throw} | reaction | A juggled weapon flies at a creature that moves, manipulates or shoots nearby. |
| Reflexive Catch | {action:reflexive catch} | reaction | Catch a falling item or a missed thrown weapon. |
Kineticist1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Channel Elements | {action:channel elements} | 1 action | Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow ar |
Liberty Knight7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bolster Ally | {action:bolster ally} | reaction (once per 100 rounds) | An ally uses your save modifier against a spell or ability. |
| Commitment to Equality | {action:commitment to equality} | 2 actions | Diplomacy to lower an ally's Frightened or Stupefied. |
| Commitment to Justice | {action:commitment to justice} | 1 action | Strike who hurt your ally: +3 damage per weapon die. |
| Commitment to Liberty | {action:commitment to liberty} | 2 actions | Strike who holds your ally; a hit lets them Escape free. |
| Interpose | {action:interpose} | 2 actions | Stride to an ally, swap places, then Strike. |
| Stir Allies | {action:stir allies} | 2 actions | Allies within 30 feet may Step as a reaction. |
| Talmandor's Shout | {action:talmandor's shout} | 2 actions (once a day) | Demoralize every enemy within 60 feet with one check. |
Lightning Surgeon3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Beautiful Knifework | {action:beautiful knifework} | exploration | You perform surgical adjustments to disguise a willing ally or your construct companion. This counts |
| In Lightning, Life | {action:in lightning, life} | 1 action (once per 100 rounds) | Shock an ally in reach for 2d4 temporary Hit Points for a minute. |
| Stand Back, I'm a Doctor! | {action:stand back, i'm a doctor!} | 2 actions | Medicine check to pull a dying ally back; adjacent creatures take 8d6 electricity. |
Linguist1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Spot Translate | {action:spot translate} | reaction | Repeat a linguistic effect in a second language you know. |
Living Monolith1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Ka Stone Ritual | {action:ka stone ritual} | 2 actions | Embed a ka stone in your forehead. |
Living Nexus12
Slash commands
/tglivingnexus absorbmagic [alias] [player]
Reaction: absorb nearby magic and become overflowing
/tglivingnexus harness [alias] [player]
Free action at turn start (once per 10 minutes): become overflowing
/tglivingnexus stealbreath [alias] [player]
Reaction (once a day): swallow a spell, reduce its damage, become overflowing
/tglivingnexus blade <strike_name> <target_alias> [alias] [player]
Overflowing Blade: a melee Strike with extra force damage
/tglivingnexus aetherblast <target_alias> [damage_type] [alias] [player]
Blast one creature within 30 feet (basic Reflex, nexus DC)
/tglivingnexus surgingsmash <strike_name> <target_alias> [also_alias] [also_alias2] [damage_type] [alias] [player]
Melee Strike, then a 30-foot cone of force (basic Fortitude, nexus DC)
/tglivingnexus aetherbeam <target_alias> [target_alias2] [target_alias3] [target_alias4] [damage_type] [alias] [player]
A 60-foot beam of force (basic Reflex, nexus DC) that pushes back
/tglivingnexus healing [alias] [player]
Healing Nexus (once per 10 minutes): heal yourself
/tglivingnexus nullfield <damage_type> [alias] [player]
Resist an energy type you took damage from in the last minute
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Absorb Magic | {action:absorb magic} | reaction | Absorb a spell's magic. |
| Aether Blast | {action:aether blast} | 2 actions | A blast of stored aether. |
| Steal Magic's Breath | {action:steal magic's breath} | reaction (once a day) | Once a day. |
Living Vessel6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Entity's Resurgence | {action:entity's resurgence} | reaction | Trigger You would be reduced to 0 Hit Points but not immediately killed Effect Instead of letting yo |
| Exude Demonic Corruption | {action:exude demonic corruption} | 1 action | Melee Strikes deal extra poison and poison those who touch you. |
| Fey's Trickery | {action:fey's trickery} | 2 actions (once an hour) | Invisibility (once an hour). |
| Tap Vitality | {action:tap vitality} | 1 action (once an hour) | Heal four times your level (hourly). |
| Vessel's Form | {action:vessel's form} | 2 actions (once a day) | A hybrid form for a minute (once a day). |
| Warped Constriction | {action:warped constriction} | 1 action | Crush a grabbed foe with alien tendrils. |
Lumberjack1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Log Roll | {action:log roll} | 1 action | On narrow footing, Acrobatics against Reflex to drop an off-guard foe. |
Marine Marauder5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aquatic Pirouette | {action:aquatic pirouette} | reaction | Trigger A creature targets you with a ranged attack and you can see the attacker. Requirements You'r |
| Marine Jet | {action:marine jet} | 2 actions | 2 or 3 You shoot through the water at a great speed. Swim up to five times, or up to eight times if |
| Reactive Tangle | {action:reactive tangle} | reaction | Trigger A Medium or smaller creature within your reach uses a move action or leaves a square during |
| Shark Attack | {action:shark attack} | 2 actions | Your swimming skills enable you to lunge through the water in a sudden attack. You Swim twice. At an |
| Surface Rush | {action:surface rush} | 2 actions | You make a dedicated dash to enter the water or emerge onto land. If you begin on land when using th |
Marshal14
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cadence Call | {action:cadence call} | 1 action (once per minute) | Allies in your aura are Quickened (Stride only) until the end of their next turn (once a minute). |
| Coordinated Charge | {action:coordinated charge} | 2 actions | Stride and Strike; allies who saw you hit may Stride closer as a reaction. |
| Form Up! | {action:form up!} | 2 actions | Allies in your aura take a formation as a reaction. |
| General's Gambit | {action:general's gambit} | 3 actions | Stride and Create a Diversion with Deception, Society or Warfare Lore. |
| Know Your Enemy | {action:know your enemy} | 1 action | In Strategist Stance: a Recall Knowledge that allies can Aid unprepared. |
| Marshal Aura Tracking | {action:marshal aura tracking} | free action | Measure your aura on the map, or keep who is inside by hand. |
| Marshal Aura: Add or Remove an Ally | {action:marshal aura: add or remove an ally} | free action | Flip an ally in or out of your aura when it is kept by hand. |
| Push Back the Dead! | {action:push back the dead!} | 1 action | An ally resists undead: +2 to saves and resistance. |
| Rallying Charge (Marshal) | {action:rallying charge (marshal)} | 2 actions | Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to y |
| Snap Out of It! (Marshal) | {action:snap out of it! (marshal)} | 1 action | You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target all |
| Steel Yourself! | {action:steel yourself!} | 1 action | An ally gains temporary Hit Points and +2 Fortitude. |
| Target of Opportunity | {action:target of opportunity} | reaction | Trigger An ally succeeds at a ranged Strike against an opponent in your weapon's first range increme |
| To Battle! | {action:to battle!} | 2 actions | An ally in your aura Strides (1 action) or Strikes (2 actions) as a reaction. |
| Topple Foe | {action:topple foe} | reaction | An ally hit an enemy you're both adjacent to: Trip it. |
Martial Artist6
Slash commands
/tgmartialartist adamantinebody <amount> [alias] [player]
Reduce an incoming hit's damage with an adamantine body
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Adamantine Body | {action:adamantine body} | reaction | Trigger An attack or effect would deal damage to you. With your strong will and even stronger body, |
| Follow-Up Strike | {action:follow-up strike} | 1 action | After a missed melee unarmed Strike: Strike again with the same multiple attack penalty. |
| Grievous Blow | {action:grievous blow} | 2 actions | You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarm |
| Path of Iron | {action:path of iron} | 3 actions (once per minute) | Frequency once per minute With a burst of effort and speed, you weave a nimble path through your man |
| Powder Punch Stance | {action:powder punch stance} | 1 action | Access You're from Alkenstar or the Mana Wastes. You infuse your handwraps with black powder. On you |
Mauler4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Avalanche Strike | {action:avalanche strike} | 3 actions | A Strike against every enemy in reach, at one penalty step. |
| Clear the Way | {action:clear the way} | 2 actions | Shove up to five adjacent creatures, then Stride. |
| Hammer Quake | {action:hammer quake} | 3 actions | Strike the square's enemy, then Trip everyone around it. |
| Shoving Sweep | {action:shoving sweep} | reaction | Shove an enemy leaving your reach. |
Medic3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Doctor's Visitation | {action:doctor's visitation} | 1 action | Stride, then Battle Medicine. |
| Resuscitate | {action:resuscitate} | 3 actions | Medicine DC 40 to revive the recently dead. |
| Treat Condition | {action:treat condition} | 2 actions | A Medicine counteract against clumsy, enfeebled or sickened. |
Megafauna Lord5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call Companion (Megafauna) | {action:call companion (megafauna)} | Spend a minute switching your active megafauna companion. | |
| Choose Your Megafauna | {action:choose your megafauna} | Take the young megafauna the Megafauna Lord Dedication grants (it may start Medium). | |
| Mammoth Charge | {action:mammoth charge} | 2 actions | Your megafauna Strides twice while you Strike. |
| Staggering Blow | {action:staggering blow} | 2 actions | Your megafauna makes one powerful Strike that slows. |
| Stalwart Mind | {action:stalwart mind} | free action (once a day) | A new Will save against a compulsion or curse (once a day). |
Midnight Illusionist3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Painful Spell | {action:painful spell} | 1 action | Your spells carry agonizing shadowy barbs. If your next action is to Cast a Spell that deals damage, |
| Submit to Shadow | {action:submit to shadow} | free action (once a day) | Frequency once per day Trigger You would die. In a final gambit, you fill yourself with umbral energ |
| Sunless Slide | {action:sunless slide} | 2 actions | Requirements You're in dim light or darkness. Buoyed by living darkness, you glide out of reach as y |
Mind Smith5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Ghost Blade | {action:ghost blade} | 1 action (once an hour) | Your mind weapon gains ghost touch for a minute. |
| Just the Tool | {action:just the tool} | 1 action | Morph the weapon into a simple tool, or back. |
| Malleable Movement | {action:malleable movement} | free action | +5 feet to a Leap. |
| Mind Shards | {action:mind shards} | 2 actions (once per minute) | A 15-foot cone of mental damage; a basic Will save. |
| Mind Weapon | {action:mind weapon} | 1 action | Project or reshape your mind weapon for the day. |
Monk1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Flurry of Blows | {action:flurry of blows} | 1 action | Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of res |
Mortal Herald16
Slash commands
/tgmortalherald weapon <strike> [alias] [player]
Empower one of your own Strikes with Herald's Weapon
/tgmortalherald standforthefallen <amount> [alias] [player]
Redirect an ally's incoming lethal damage onto yourself
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Deific Font | {action:deific font} | 1 action (once an hour) | Frequency once per hour Your life force can fuel the stuff of miracles. You become Drained 1 or incr |
| Divine Presence | {action:divine presence} | 1 action | Stance: a 5-ft emanation (Sustain: +5 ft, to 15). |
| Fear of God | {action:fear of god} | free action (once per 100 rounds) | Embed a divine fear in a foe you just Demoralized (once per 10 minutes). |
| Flash of Omnipotence | {action:flash of omnipotence} | free action | Trigger Your turn begins. For but a moment you hold the power of a god. You spend a Mythic Point. Un |
| Flash of Omnipresence | {action:flash of omnipresence} | 1 action (once an hour) | Teleport next to an ally within 100 feet (once an hour). |
| Flash of Omniscience | {action:flash of omniscience} | free action | Spend a Mythic Point at the start of your turn to learn a creature's defenses. |
| Following Smite | {action:following smite} | 1 action | After a Strike with your Herald's Weapon: a smite against the same foe. |
| Guiding Words | {action:guiding words} | 1 action (once per 100 rounds) | Frequency once per 10 minutes Your words speak divine truth, guiding blades and arrows to their mark |
| Herald's Strike | {action:herald's strike} | 2 actions | The power of your blows can send your victim hurling through your deity's realm for a fragment of a |
| Heraldic Proclamation | {action:heraldic proclamation} | 1 action (once a day) | Frequency once per day You proclaim your spell with the might of your god behind you. If the next ac |
| Marked for Rebuke | {action:marked for rebuke} | 1 action | You declare that an enemy is fit for further punishment in the sight of your deity. If the next acti |
| Mortal Herald's Heal | {action:mortal herald's heal} | 1 action (once a day) | Heal yourself as a 6th-rank innate divine spell (once a day). |
| Shield the Faithful | {action:shield the faithful} | 1 action (once an hour) | +1 AC and spirit resistance for you and nearby allies (hourly). |
| Stand for the Fallen | {action:stand for the fallen} | reaction | Trigger An ally takes damage that would bring them to 0 Hit Points You protect your allies at the co |
Mummy7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Accursed Touch | {action:accursed touch} | free action | After a critical fist hit: persistent void damage and Stupefied. |
| Desiccating Inhalation | {action:desiccating inhalation} | 2 actions (once an hour) | A 30-foot cone of void damage; you heal. |
| Ensnaring Wrappings | {action:ensnaring wrappings} | reaction | Grapple the creature you just damaged. |
| Mummy's Despair (Greater Despair) | {action:mummy's despair (greater despair)} | 2 actions (once per 100 rounds) | Every 10 minutes; a critical failure paralyses. |
| Semblance of Life | {action:semblance of life} | free action | Look alive after draining a creature. |
| Storm Shroud | {action:storm shroud} | 2 actions (once an hour) | Concealed for a minute. |
| Terrain Form | {action:terrain form} | 1 action (once a day) | Gaseous Form in your bound terrain, or back. |
Munitions Master6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Burrowing Shot | {action:burrowing shot} | 1 action | Launch the light mortar for half damage to creatures and double to objects. |
| Engineer's Efficiency | {action:engineer's efficiency} | 1 action (once a round) | Frequency once per turn Requirements You are adjacent to your light mortar Effect You Aim your light |
| Focused Fire | {action:focused fire} | 1 action | Launch the light mortar at one square for an extra die. |
| Recoiling Relocation | {action:recoiling relocation} | free action | Vent gas on a Launch to move you and the mortar. |
| Siege Celerity | {action:siege celerity} | free action | Quickened for the turn to Load or Launch the mortar. |
| Wrapped In Smoke | {action:wrapped in smoke} | 1 action | A 5-foot smoke cloud around the innovation for a minute. |
Necrologist10
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Danse Macabre | {action:danse macabre} | 2 actions (once per 100 rounds) | The horde Strides through foes, mobbing and dragging them. |
| Death Rattle | {action:death rattle} | 1 action | Dismiss the horde: nearby living creatures are Drained. |
| Dismal Harvest | {action:dismal harvest} | free action (once a round) | Temporary HP after the horde drops a living foe. |
| Dismiss Your Horde | {action:dismiss your horde} | free action | Let the horde collapse. |
| Mobbing Assault | {action:mobbing assault} | 1 action | The horde surges: area damage, basic Reflex. |
| Preserve the Horde | {action:preserve the horde} | reaction | Sustain the horde as you cast summon undead. |
| Raise the Horde | {action:raise the horde} | 2 actions (once per 100 rounds) | Call up a Huge horde of skeletons, zombies or spirits. |
| Shift Horde | {action:shift horde} | 1 action (once a round) | Swap the horde for another kind of undead. |
| Sustain Your Horde | {action:sustain your horde} | 1 action | Keep the horde for another round; it may Stride. |
| Wailing Dead | {action:wailing dead} | 2 actions (once per 100 rounds) | Spirits shriek: mental damage and fear. |
Necromancer1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Inevitable Return | {action:inevitable return} | reaction | Trigger A Small or Medium enemy within 30 feet dies. The deaths of those around you simply fuel your |
Oozemorph1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Vacate Vision | {action:vacate vision} | reaction | A failed visual save becomes a success, at the cost of being Blinded. |
Overwatch3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Converge | {action:converge} | reaction | After a ranged hit, an ally in reach makes a melee Strike as a reaction. |
| Forewarn | {action:forewarn} | reaction (once per minute) | An attack on an ally in your field targets your Perception DC instead. |
| Swift Intervention | {action:swift intervention} | reaction | A ranged shot replaces an ally's failed fall or balance check. |
Pactbinder4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Binding Vow | {action:binding vow} | 1 action (once a day) | Frequency once per day Effect You bind yourself by formally speaking a binding vow. Supernatural pow |
| Entreat Pact | {action:entreat pact} | free action (once an hour) | Trigger You attempt a skill check directly related to the conditions of the pact Frequency once per |
| Fey Jump | {action:fey jump} | 1 action (once an hour) | Frequency once per hour Effect You jump through the First World for a brief second, teleporting up 6 |
| Forced Pact | {action:forced pact} | 1 action (once an hour) | Frequency once per hour Effect You force a temporary pact on both yourself and another creature you |
Pactbound2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blizzard Evasion | {action:blizzard evasion} | reaction (once a day) | Frequency once per day Trigger You take 40 or more physical damage from a single attack Effect You d |
| Curse of the Ice Witches | {action:curse of the ice witches} | 2 actions (once a day) | An icy prison around a Huge or smaller creature (once a day). |
Palatine Detective4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Challenge Insight | {action:challenge insight} | reaction (once a day) | Counteract a divine or occult spell as it is cast (once a day). |
| Cursebreaker | {action:cursebreaker} | (once a day) | Ten minutes of rites to counteract a curse (once a day). |
| Mystic Aegis | {action:mystic aegis} | reaction | Trigger A creature you have successfully Recalled Knowledge about would damage you Requirements You |
| Open the Blazing Eye | {action:open the blazing eye} | 2 actions (once a day) | See the Unseen for a minute (once a day). |
Pirate4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bitter Taste of Betrayal | {action:bitter taste of betrayal} | free action | +2 AC and saves against a traitor until your next turn ends. |
| Boarding Assault | {action:boarding assault} | 2 actions | Stride twice or swing on a rope, then Strike. |
| Hook 'Em | {action:hook 'em} | 2 actions | Needs a rope or grappling weapon in hand: swing, then Grapple. |
| Walk the Plank | {action:walk the plank} | 2 actions | Demoralize, and force the target to Stride. |
Pistol Phenom5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Dazzling Bullet | {action:dazzling bullet} | 1 action | Performance check and a firearm Strike; Dazzled if it works. |
| Gunpowder Gauntlet | {action:gunpowder gauntlet} | 1 action | Performance check: the target attacks others at a penalty. |
| Hot Foot | {action:hot foot} | 1 action | Shoot at its feet: no reactions (and off-guard on a critical). |
| Reach for the Sky | {action:reach for the sky} | 2 actions | Fire in the air and Intimidate every enemy within 30 feet. |
| Whirling Knockdown | {action:whirling knockdown} | 2 actions | Firearm Strike and a Performance check to topple the target. |
Poisoner4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Acquired Tolerance | {action:acquired tolerance} | reaction | Reroll a failed save against a poison (same poison only, once used). |
| Once Bitten | {action:once bitten} | reaction | A creature that hits you barehanded is exposed to your coat's poison. |
| Poison Coat | {action:poison coat} | Ten minutes: suffuse one poison into your clothing. | |
| Poisoner's Twist | {action:poisoner's twist} | 1 action | After a melee hit on a poisoned foe: +1d6 damage and +1d6 poison. |
Priest of the Living God3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call Upon Razmir's Mercy | {action:call upon razmir's mercy} | 2 actions (3 a day) | A real counteract attempt (Cleanse Affliction) through the mask, three a day. |
| Call Upon Razmir's Wrath | {action:call upon razmir's wrath} | 2 actions (once a day) | Sunburst through the mask (once a day). |
| Power of the Living God | {action:power of the living god} | 1 action (once a day) | Manifestation as a 10th-rank occult spell (once a day). |
Prophesied Monarch11
Slash commands
/tgprophesiedmonarch kingdomblood <ally> <amount> <shielding> [alias] [player]
Split an incoming hit's damage 50/50 with an ally through the mystical link
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bloom of Health | {action:bloom of health} | 1 action | Your knights gain fast healing for a minute. |
| Decree of Banishment | {action:decree of banishment} | (once a day) | A creature flees or is barred from approaching (once a day). |
| Decree of Prosperity | {action:decree of prosperity} | 1 action (once a day) | Frequency once per day You speak with a gentle encouragement that inspires confidence and competence |
| Decree of War | {action:decree of war} | 3 actions (once a day) | Frequency once per day You declare your current foes as irredeemable enemies, calling your allies do |
| Fated Duel | {action:fated duel} | 1 action | Frequency once per week You and your knights are an unbeatable force together, but sometimes it's a |
| Might of the Realm | {action:might of the realm} | 2 actions | Bolstered by the presence of your knights, you strike a mighty blow in the name of your rule. Strike |
| My Kingdom, My Blood | {action:my kingdom, my blood} | 3 actions | The health of the ruler is the health of the kingdom, and the health of the kingdom is that of its r |
| Noble Sacrifice | {action:noble sacrifice} | reaction | A designated knight steps aside and you take the blow. |
| Protect the Royal Line | {action:protect the royal line} | 1 action | Flanked: Shove or Reposition a flanker. |
| Royal Grace | {action:royal grace} | exploration | You spend 10 minutes conferring with one of your knights who has the doomed condition. By discussing |
Prophet of Trade1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Fortune's Favor | {action:fortune's favor} | free action (once a day) | +2 to a fortune reroll (once a day). |
Provocator4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cartwheel Dodge | {action:cartwheel dodge} | reaction | After a successful Reflex save, Step up to 10 feet. |
| Flourishing Finish | {action:flourishing finish} | 1 action | After dropping a foe, Performance against everyone within 30 feet. |
| Murderer's Circle | {action:murderer's circle} | 1 action | Strike, Step around the target, it is off-guard to your next Strike. |
| Pin to the Spot | {action:pin to the spot} | 2 actions | A Strike that restrains on a hit. |
Psychic Duelist2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Instigate Psychic Duel | {action:instigate psychic duel} | 3 actions (once a day) | Force a psychic duel: a Will save (once a day). |
| Supreme Psychic Center | {action:supreme psychic center} | free action | Recenter at the start of your turn in a psychic duel. |
Purity Enforcer5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Edict of Mortality | {action:edict of mortality} | 2 actions | Frighten divine worshippers within 60 feet. |
| No Gods, Only Mortals! | {action:no gods, only mortals!} | free action (once per 100 rounds) | Counteract a divine spell you just recognized. |
| Shake Off the Gods | {action:shake off the gods} | 1 action | A new save against a divine effect, +2, never worse. |
| Traces of the Divine | {action:traces of the divine} | exploration | You can detect those who use divine magic like an additional sense. You gain a +2 circumstance bonus |
| Wrath Against the Divine | {action:wrath against the divine} | 2 actions | Strike a divine caster: +2 dice, and it may lose a spell. |
Ranger1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Hunt Prey | {action:hunt prey} | 1 action | Designate a creature as your hunted prey. |
Reanimator2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bonds of Death | {action:bonds of death} | free action (once a day) | Bind two animate dead spells so one Sustain keeps both. |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). |
Reclaimer Knight2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Ashen Veil | {action:ashen veil} | 3 actions | By smearing ash or tainted earth over your skin and armor, you shroud yourself from the dead. You be |
| The Tyrant Falls! | {action:the tyrant falls!} | 2 actions | You've reached the apex of the Crimson Oath's power. The oath's power is overwhelming—too much for a |
Red Assassin3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Crimson Shroud | {action:crimson shroud} | 1 action (once a day) | A red mist with fast healing for a minute (once a day). |
| Fading | {action:fading} | reaction | The attacker needs a DC 11 flat check or the attack passes through you. |
| Prayer Attack | {action:prayer attack} | 1 action | Feint; later turns keep the target off-guard automatically. |
Rose Warden5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blessed Thorn Strike | {action:blessed thorn strike} | 1 action | Retaliate for an ally's wound: the target may be Enfeebled. |
| Liberated Mind | {action:liberated mind} | reaction | Reroll a failed save against a mental effect. |
| Rise Up! | {action:rise up!} | 2 actions | You and two allies Stand for free and fly for a minute. |
| Unbalancing Appearance | {action:unbalancing appearance} | 1 action | Strike from the shadows: Off-Guard and Clumsy. |
| Unfettering Strike | {action:unfettering strike} | 1 action | Strike a grappler so your ally can Escape. |
Runelord2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Embed Aeon Stone | {action:embed aeon stone} | downtime | You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an ae |
| Sinbladed Spell | {action:sinbladed spell} | 1 action | A polearm or spear flourish adds force to a sin or curriculum spell. |
Runesmith2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Solitary Invocation | {action:solitary invocation} | 1 action | You utter the name of one of your runes within 30 feet, which blazes with power, applying the effect |
| Trace Rune | {action:trace rune} | 1 action | 1 or 2 Your fingers dance, glowing light leaving behind the image of a rune. You apply one rune to a |
Sanguimancer4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blood Shield | {action:blood shield} | 1 action | Spend sanguimancy Hit Points for a blood shield. |
| Exsanguinate | {action:exsanguinate} | 1 action | Gain sanguimancy Hit Points after damaging a bleeder. |
| Transfusion | {action:transfusion} | 2 actions | Fast healing for a willing creature you touch. |
| Venipuncture | {action:venipuncture} | 2 actions | A blast of blood needles from all your sanguimancy Hit Points. |
Scion of the God Caller5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Guardian's Embrace | {action:guardian's embrace} | 1 action | +2 status to AC against physical attacks; a reaction gives resistance 10. |
| Guided Skill | {action:guided skill} | 1 action (once a day) | +2 status to Acrobatics, Occultism, Stealth and Survival for 10 minutes (once a day). |
| Invigorating Breath | {action:invigorating breath} | 1 action (once an hour) | Temporary Hit Points from your spirit guide (hourly). |
| Spirit Guide Form | {action:spirit guide form} | 2 actions (once a day) | Fuse with your spirit guide for a minute (once a day). |
| Spiritual Strike | {action:spiritual strike} | 2 actions | A rune weapon Strike with ghost touch and 2d6 force; counts as two attacks. |
Scout6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Fleeting Shadow | {action:fleeting shadow} | 2 actions | Hide, then Sneak twice. |
| Rebel's Map | {action:rebel's map} | free action | On initiative: bank a d20 for a later Hide or Diversion. |
| Rebel's Map: Spend | {action:rebel's map: spend} | Use the banked roll on a Create a Diversion or Hide check. | |
| Scout's Charge | {action:scout's charge} | 2 actions | Stride, Feint, then Strike. |
| Scout's Pounce | {action:scout's pounce} | 2 actions | Stride, then two Strikes -- Off-Guard for both if you were hidden. |
| Scout's Speed | {action:scout's speed} | +10 feet status bonus to your Speed. |
Scroll Trickster1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Skim Scroll | {action:skim scroll} | 1 action | Draw a scroll and Trick Magic Item on it. |
Scrollmaster1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Ward Mind | {action:ward mind} | free action | Delay a mental effect you failed a save against. |
Seneschal Witch3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Seneschal Spell | {action:seneschal spell} | 1 action (once an hour) | Channel a spell through your charge (once an hour). |
| Spiritual Secret | {action:spiritual secret} | free action (once an hour) | A witch damage spell deals spirit damage (once an hour). |
| Watcher on the Wall | {action:watcher on the wall} | 2 actions | Etch a symbol and watch through it. |
Sentinel1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Armored Rebuff | {action:armored rebuff} | reaction | A foe critically fails a melee Strike on you: Shove it. |
Sentry6
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bless Shield | {action:bless shield} | 1 action | Your shield gains ghost touch until your next turn. |
| Cenotaph Stance | {action:cenotaph stance} | 1 action | 10 temporary HP; a shield that always counts as raised. |
| Flashing Shield | {action:flashing shield} | free action | On a Shield Block against an adjacent undead: vitality damage and Off-Guard. |
| Practiced Opposition | {action:practiced opposition} | 1 action | Recall Knowledge about an undead, then Strike it; success lowers its resistances by 5. |
| Repulse the Wicked | {action:repulse the wicked} | reaction | An undead critically failed to hit you: Shove it. |
| Thwart Evil | {action:thwart evil} | reaction (once a day) | Counteract an evil or void spell or ability with Religion. |
Shadowcaster1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Shadow Spell | {action:shadow spell} | 1 action | A shadow spell also helps or hinders a creature it affects. |
Shadowdancer1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). |
Shieldmarshal3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Consolidated Overlay Panopticon | {action:consolidated overlay panopticon} | 1 action | Supercharge the clockwork eyes. |
| Counterclockwork Focus | {action:counterclockwork focus} | free action | A loaded firearm deals +2d6 to constructs and uses a special material. |
| Equitable Defense | {action:equitable defense} | reaction | After a critical hit: resistance, a free reload or Stand, and +1 to hit back. |
Sixth Pillar3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Maneuvering Spell | {action:maneuvering spell} | free action | Step, Leap or Stand as you cast a 2+ action spell. |
| Six Pillars Stance | {action:six pillars stance} | 1 action | Stance: +4 to AC against reactions to your concentrate or manipulate actions; +1 damage after casting. |
| Touch Focus | {action:touch focus} | free action | Make a ranged spell attack a touch spell with +2 that knocks prone. |
Skysage7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Holy Light (Starlit Spells) | {action:holy light (starlit spells)} | 2 actions (once a day) | Cast Holy Light as an innate occult spell (once a day). |
| Minor Omen | {action:minor omen} | reaction (once a day) | Reroll a failed Reflex save (once a day). |
| Night's Warning | {action:night's warning} | reaction (once an hour) | An attack on you targets your Occultism DC instead of AC (once an hour). |
| Revealing Light (Starlit Spells) | {action:revealing light (starlit spells)} | 2 actions (once a day) | Cast Revealing Light as an innate occult spell (once a day). |
| Scholar's Hunch | {action:scholar's hunch} | reaction (once an hour) | Reroll a failed Lore or Occultism check (once an hour). |
| Starlight Armor | {action:starlight armor} | 3 actions (once a day) | Resistance to physical damage for a minute; attackers are dazzled. |
Sleepwalker2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Daydream Trance | {action:daydream trance} | 1 action | You fall into a half-sleeping trance. This lasts for 1 minute or until you fall Unconscious, whichev |
| Vision of Foresight | {action:vision of foresight} | 1 action | Roll a save or skill check twice and take the better (once before the end of your next turn). |
Snarecrafter7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Domino Effect | {action:domino effect} | reaction | A second creature is caught by the same magical snare. |
| Prepare Snares | {action:prepare snares} | Daily preparation: choose your quick-deployment snares. | |
| Prepared Snares | {action:prepared snares} | How many quick-deployment snares you have ready. | |
| Remote Detonation | {action:remote detonation} | 1 action | Destroy a magical snare you set; a burst hits the area. |
| Remote Trigger | {action:remote trigger} | 1 action | Shoot a snare to set it off early. |
| Set a Snare | {action:set a snare} | 3 actions | Craft a prepared snare on a map square (hidden). |
| Surprise Snare | {action:surprise snare} | 3 actions | Install a snare under an opponent: it triggers. |
Sniping Duo8
Slash commands
/tgsnipingduo duosaim <strike_name> <target_alias> [alias] [player]
An accurate shot assisted by your spotter (+2, ignores concealment)
/tgsnipingduo exploitopening <strike_name> <target_alias> [alias] [player]
Follow up your spotter's critical hit (+2 circumstance)
/tgsnipingduo tagteam <strike_name> <target_alias> [alias] [player]
Follow up a partner's miss (-2 penalty)
/tgsnipingduo vantageshot <target_alias> [alias] [player]
Your spotter attempts to hide for an Off-Guard opening
/tgsnipingduo concentratedassault <strike_name> <spotter_alias> <spotter_strike_name> <target_alias> [alias] [player]
You and your spotter Ready and Strike together (fortune effect)
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Duo's Aim | {action:duo's aim} | 2 actions | With assistance from your spotter, you aim for an especially accurate attack. Make a crossbow or fir |
| Exploit Opening | {action:exploit opening} | reaction | Trigger Your spotter critically succeeds at a Strike against a creature, and that creature is within |
| Targeted Redirection | {action:targeted redirection} | 1 action | You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapo |
Soul Warden2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Liberate Soul | {action:liberate soul} | 2 actions (once an hour) | Counteract a possession or a soul's imprisonment (hourly). |
| Spiral Sworn | {action:spiral sworn} | 1 action (once per 100 rounds) | 3 rounds of extra damage against undead and soul-holders (once per 10 minutes). |
Soulforger7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Devastating Manifestation | {action:devastating manifestation} | 2 actions | Manifest, then up to two +1d6-spirit Strikes (weapon) and/or resistance 5 (armor/shield). |
| Dismiss Soulforged Armament | {action:dismiss soulforged armament} | free action | End your manifested armament (and its essence form, if up) early. |
| Manifest Soulforged Armament | {action:manifest soulforged armament} | 1 action | Summon your bound weapon, armor or shield; optionally its essence form too (once a day). |
| Rapid Manifestation | {action:rapid manifestation} | reaction | You roll initiative or a hazard attacks you: Manifest your Soulforged Armament. |
| Reflecting Spirit | {action:reflecting spirit} | reaction | A missed physical ranged attack reflects back for half your shield's Hardness in damage. |
| Soul Flare | {action:soul flare} | reaction | +1 status to an attack or AC roll already in progress; a flipped result risks the armament. |
| Soulforged Strike | {action:soulforged strike} | 1 action | A Strike carrying Harmful Malice, Planar Pain or Pull of Stasis's own real effect. |
Spell Trickster4
Slash commands
/tgspelltrickster lingeringflames <target_alias> <spell_dc> <rank> [alias] [player]
A modified Fireball with lingering fire
/tgspelltrickster forcefulpush <target_alias> <spell_attack> [alias] [player]
A modified Telekinetic Hand that shoves a foe
/tgspelltrickster volatilegrease <target_alias> <spell_dc> <rank> [alias] [player]
A modified Grease that leaves fire weakness
/tgspelltrickster topplingtentacles <target_alias> <spell_attack> [alias] [player]
A modified Black Tentacles that Trips and knocks Prone
Spellmaster7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Absorb Spell | {action:absorb spell} | free action (once per 100 rounds) | Store a spell you critically saved against (once per 10 minutes). |
| Communal Sustain | {action:communal sustain} | 1 action (once per minute) | An ally Sustains a spell once as a free action (once a round). |
| Master's Counterspell | {action:master's counterspell} | reaction | Expend a prepared spell/slot (-2 penalty) to counteract a spell you have prepared. |
| Mobile Magical Combat | {action:mobile magical combat} | 1 action | After casting: Stride, then a melee Strike. |
| Recover Spell | {action:recover spell} | 1 action | Regain a spell that was just disrupted and cast it again. |
| Spellmaster's Tenacity | {action:spellmaster's tenacity} | free action (once a day) | A critical failure against a spell becomes a failure (once a day). |
| Ward Casting | {action:ward casting} | free action | Lower the Steady Spellcasting flat check from DC 15 to 10. |
Spellshifter3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Enhance Spell | {action:enhance spell} | 1 action | You attune your senses to the magical frequencies generated by an allied spellcaster, allowing you t |
| Reactive Spellshift | {action:reactive spellshift} | reaction | Shift Spell as a reaction the instant a creature within 30 feet casts a spell. |
| Shift Spell | {action:shift spell} | 1 action | Arcana check vs. an ongoing spell's DC to apply a known spellshift. |
Spellshot3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Black Powder Embodiment | {action:black powder embodiment} | 2 actions | Strike, then teleport next to the target. |
| Fulminating Shot | {action:fulminating shot} | 1 action | Your next shot deals extra energy damage (once a round). |
| Phase Bullet | {action:phase bullet} | 1 action (once a day) | A shot that passes through non-magical barriers (once a day). |
Spirit Emissary5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bond with Spirit | {action:bond with spirit} | exploration | You can forge a spiritual bond with a creature that is at least friendly toward you or with a terrai |
| Consult the Spirits (Spirit Emissary) | {action:consult the spirits (spirit emissary)} | (once a day) | An hour of communing for advice or answers (once a day). |
| Domain Spirit | {action:domain spirit} | exploration | You forge an intense spiritual bond of mutual trust and appreciation with a single spirit that you h |
| Kaleidoscopic Entreaty | {action:kaleidoscopic entreaty} | 1 action | Entreat Spirit becomes a dazzling burst around you. |
| Manifold Conduit | {action:manifold conduit} | 1 action | Manifest several spirits at once: the Entreat the Many focus spell. |
Spirit Invoker6
Slash commands
/tgspiritinvoker invokedefense <damage_type> [alias] [player]
Manifest a defensive quality of spirits -- resistance to bludgeoning, piercing, or slashing
/tgspiritinvoker invokemovement <movement_type> [alias] [player]
Manifest a form of locomotion of the spirits -- a real Speed in the chosen movement type
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Enter Spirit Trance | {action:enter spirit trance} | 1 action | You enter a self-imposed trance that helps you push the physical limits of your body. You gain a num |
| Invoke Defense | {action:invoke defense} | 1 action | Requirements You're under the effects of Enter Spirit Trance. You manifest a defensive quality of sp |
| Invoke Movement | {action:invoke movement} | 1 action | Requirements You're under the effects of Enter Spirit Trance. You manifest a form of locomotion of t |
| Leverage Anguish | {action:leverage anguish} | reaction (once a day) | Once a day. |
Spirit Warrior13
Slash commands
/tgspiritwarrior overwhelmingcombination <weapon_strike_name> <target_alias> [master_proficiency] [alias] [player]
Make a weapon Strike and a fist Strike against the same target
/tgspiritwarrior spiritoftheblade <strike_name> <target_alias> [alias] [player]
Your next Strike deals extra spirit damage
/tgspiritwarrior godspalm <target_alias> [convert_to_spirit] [alias] [player]
A fist Strike -- convert to spirit damage, or gain temp HP
/tgspiritwarrior swordlightwave <strike_name> <target_alias> [alias] [player]
A ranged spirit-damage attack with a melee weapon
/tgspiritwarrior swordofsealing <strike_name> <target_alias> [alias] [player]
A Strike that can Immobilize on a failed save
/tgspiritwarrior shelteringpulse [ally_alias] [ally_alias2] [ally_alias3] [alias] [player]
You and named allies gain +1 status AC for 3 rounds
/tgspiritwarrior transcendentdeflection <amount> [alias] [player]
Negate an incoming attack's damage to you or an ally
/tgspiritwarrior tricksterbanecounteract <target_alias> <modifier> <dc> <target_rank> [alias] [player]
Attempt to counteract a polymorph effect on a shapechanger
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Disarming Interception | {action:disarming interception} | reaction | Requirements You have your fist positioned to parry Trigger An enemy within your reach targets you o |
| Gods' Palm | {action:gods' palm} | 1 action | You control your spirit energy when you attack, using it to reinforce yourself or to thrust past you |
| Spirit of the Blade | {action:spirit of the blade} | 1 action | You charge your blade with spiritual energy, allowing it to cut through spirits and fiends with fear |
| Sword-Light Wave | {action:sword-light wave} | 2 actions | You channel spiritual energy through your weapon, unleashing it as a torrent of devastating power. M |
| Transcendent Deflection | {action:transcendent deflection} | reaction (once per 100 rounds) | Frequency once per 10 minutes Trigger An enemy within your reach would damage you or your ally with |
Splinter Of Finality1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Soul Oubliette | {action:soul oubliette} | reaction | Trigger You reduce a creature to 0 Hit Points with an attack from your spectral dagger. Requirements |
Staff Acrobat4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Levering Strike | {action:levering strike} | 2 actions | Staff Strike that leaves the target off-guard and easy to shove or trip. |
| Pivot Strike | {action:pivot strike} | 2 actions | Leap, a staff Strike with bonus damage, then a Shove or Trip. |
| Staff Sweep | {action:staff sweep} | 1 action | One Athletics check to Shove or Trip up to two foes. |
| Whirlwind Stance | {action:whirlwind stance} | 1 action | +2 circumstance to AC with a parry staff. |
Stalwart Defender8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cracked Mountain | {action:cracked mountain} | reaction (once an hour) | At 0 HP: stay at 1, gain Wounded, Strike back, end the stance. |
| Gathering Moss | {action:gathering moss} | free action (once a day) | Fast healing equal to your level for a minute. |
| Rupture Stomp | {action:rupture stomp} | 2 actions | 10-foot emanation of difficult terrain for a minute. |
| Stalwart Song | {action:stalwart song} | reaction | +2 to a save against a fear effect. |
| Stone Body | {action:stone body} | 1 action (once an hour) | Resistance 10 to all damage until the end of your next turn. |
| Tenacious Stance | {action:tenacious stance} | 1 action | Enter or leave the stance: temporary Hit Points and +2 to Shove and Trip DCs. |
| Tunnel Wall | {action:tunnel wall} | 1 action | Raise a Shield and become anchored for a round. |
| Upset Balance | {action:upset balance} | reaction | Athletics vs Reflex DC after a melee hit: Clumsy. |
Star Aspirant10
Slash commands
/tgstaraspirant daily [skill] [arodens_feat] [alias] [player]
Your daily choices: an untrained skill, and the Founder's general feat
/tgstaraspirant deific [spell] [replace] [alias] [player]
Choose a Deific Power spell, or see your choices
/tgstaraspirant forthefallen <strike_name> <target_alias> [alias] [player]
Step, then Strike
/tgstaraspirant iomedaesvalor [alias] [player]
Reaction, once a day: stay at 1 HP with temp HP
/tgstaraspirant liberateself <dc> [alias] [player]
Once a day: Escape, rolled twice
/tgstaraspirant disciples [dc] [alias] [player]
Ask your disciples for a favor (Religion)
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| For the Fallen! | {action:for the fallen!} | 1 action | Step, then Strike. |
| Gather Disciples | {action:gather disciples} | Ask your disciples for a favor (Religion). | |
| Liberate Self | {action:liberate self} | 1 action (once a day) | Escape, rolled twice. |
| Righteous Valor | {action:righteous valor} | reaction (once a day) | Stay at 1 HP with temp HP and +1 AC. |
Starlit Sentinel4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blade of the Heart | {action:blade of the heart} | 1 action | An ally's heart inscribes a rune on your transformed weapon. |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Majestic Proclamation | {action:majestic proclamation} | 2 actions | Demoralize every enemy within 30 feet; they are dazzled too. |
| Starlit Transformation | {action:starlit transformation} | 1 action (once an hour) | Frequency once per hour Effect Light swirls around you, transforming your armor, clothing, and a sin |
Sterling Dynamo2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Piston Punch | {action:piston punch} | 2 actions | One dynamo Strike through up to two foes in a line. |
| Stasian Smash | {action:stasian smash} | 2 actions | A dynamo Strike crackling with electricity that arcs to two others. |
Stone Brawler2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Stonestrike Stance | {action:stonestrike stance} | 1 action | Requirements You are standing on the ground Effect You enter the stance of unyielding stone and draw |
| Stoney Deflection | {action:stoney deflection} | 1 action | In Stonestrike Stance: +2 to AC and against Shove and Trip. |
Stonebound1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Statue | {action:statue} | 1 action | Look like a statue, off-guard, needing no food or breath. |
Student of Perfection1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). |
Swarmkeeper8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aphet Flash | {action:aphet flash} | 1 action | Swarm outside: a Fortitude save or Dazzled. |
| Bite and Sting | {action:bite and sting} | 1 action | Swarm outside: piercing damage to everyone in its space, basic Reflex. |
| Death Drone | {action:death drone} | 2 actions | The cicadas in your swarm make a droning sound that stimulates a fear response. Each creature within |
| Pyre Ant Sting | {action:pyre ant sting} | 1 action | Swarm outside: a Fortitude save or persistent poison. |
| Sportlebore Choke | {action:sportlebore choke} | 1 action | Swarm outside: piercing damage by Fortitude save, and Sickened. |
| Sustain Swarm Forth | {action:sustain swarm forth} | 1 action | Keep the swarm out another round; it may Stride once. |
| Swarm Forth | {action:swarm forth} | 1 action | Release your swarm into a space adjacent to you (can overlap). Sustain to keep it out. |
| Weaver's Web | {action:weaver's web} | 1 action | Swarm outside: webs fill its space; a Reflex save or Immobilized. |
Swashbuckler2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Basic Finisher | {action:basic finisher} | 1 action | You make a graceful, deadly attack. Make a Strike; if you hit and your weapon qualifies for Precise |
| Opportune Riposte | {action:opportune riposte} | reaction | Trigger A foe within your reach critically fails a Strike against you You take advantage of an openi |
Sword Duelist5
Slash commands
/tgswordduelist savingslash <critical_amount> [alias] [player]
Deflect enough of a critical hit to reduce it to a normal one
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Duelist's Edge | {action:duelist's edge} | free action | +2 to your initiative roll and a free draw of your dueling sword. |
| Duelist's Form | {action:duelist's form} | 1 action | Requirements You are wielding only an Aldori Dueling Sword and have your other hand or hands free; y |
| Saving Slash | {action:saving slash} | reaction | Trigger An opponent critically hits you with a melee attack. You quickly whirl your blade, trying to |
| Tempo Duelist | {action:tempo duelist} | 1 action | You move with an unpredictable tempo, shifting between unnervingly slow and rapid movements. You are |
Swordmaster12
Slash commands
/tgswordmaster focusally <ally> <save_type> <dc> [alias] [player]
Reroll an adjacent ally's failed save against an incapacitation effect
/tgswordmaster shouldercatastrophe <ally> <normal_amount> [alias] [player]
Share a critical hit's normal damage with an adjacent ally instead of it doubling
/tgswordmaster staveoffcatastrophe <ally> <full_critical_amount> [alias] [player]
Take a critical hit's FULL damage yourself, sparing the ally entirely
/tgswordmaster emergencymedicalassistance <ally> [alias] [player]
An adjacent ally suffering persistent damage attempts one flat check to remove all of it
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Death's Door | {action:death's door} | reaction (once per 100 rounds) | Temporary HP just before the blow; stay up if Hit Points remain. |
| Emergency Medical Assistance | {action:emergency medical assistance} | 2 actions | Requirements An adjacent ally is suffering persistent damage. You've learned a variety of methods fo |
| Focus Ally | {action:focus ally} | reaction | Trigger An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with t |
| Forceful Shot | {action:forceful shot} | 1 action | Your ranged attacks push your foes away from your allies. Make a ranged Strike, adding the following |
| Harrying Strike | {action:harrying strike} | 1 action | Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effe |
| Improvised Crafting | {action:improvised crafting} | exploration | You've learned to repair your equipment even in challenging circumstances, making use of what you ha |
| Recollect Studies | {action:recollect studies} | 1 action | Requirements You're fighting a creature of your level or lower that could be identified by Recall Kn |
| Shoulder Catastrophe | {action:shoulder catastrophe} | reaction | Trigger An enemy critically succeeds at a Strike against an adjacent ally. You've trained to protect |
Symbiote Host1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cellular Reconstruction | {action:cellular reconstruction} | reaction (once a day) | Heal your level, then half your level for two turns (once a day). |
Talisman Dabbler1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Affix a Talisman | {action:affix a talisman} | exploration | Requirements You must use a Repair Toolkit You spend 10 minutes affixing a talisman to an item, plac |
Tattooed Historian4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Agent of All Holds | {action:agent of all holds} | reaction | Turn a critical failure at Diplomacy, Intimidation or Performance into a failure. |
| Infused with Belkzen's Might | {action:infused with belkzen's might} | 1 action | Spend a use of Living History for extra spirit damage on your weapons. |
| Inked Panoply | {action:inked panoply} | reaction | A spectral shield-bearer: +1 AC and resistance against one attack. |
| Wrath of the Hold | {action:wrath of the hold} | 2 actions | Ghostly tattoos swarm a 30-foot cone. |
Thaumaturge1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Glimpse Vulnerability | {action:glimpse vulnerability} | 1 action (once a round) | Frequency once per round Requirements You are holding your implement Effect You glimpse a hidden vul |
Time Mage5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Into the Future | {action:into the future} | 1 action | Your next 1-2 action spell takes effect a round later. |
| Purge of Moments | {action:purge of moments} | 3 actions (once an hour) | Five rounds pass for you alone (once an hour). |
| Timeline-Splitting Spell | {action:timeline-splitting spell} | 3 actions (once a day) | Cast two spells, keep the result of one (once a day). |
| What Could Have Been | {action:what could have been} | free action | A summon spell calls another version of you. |
Timewracked10
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Be Right Back | {action:be right back} | 3 actions (once a day) | Fetch a common item from another timeline for its price (once a day). |
| Instant Recovery | {action:instant recovery} | 1 action (once a day) | Frequency once per day Effect Spend a Mythic Point. You regain Hit Points equal to your Constitution |
| Live Off Borrowed Time | {action:live off borrowed time} | free action (once per minute) | Quickened for a round, then Slowed 1 (once a minute). |
| Not This Time | {action:not this time} | reaction | Spend a Mythic Point: the attacker saves Will or is hindered. |
| Now You See Me | {action:now you see me} | 1 action | Stride, Concealed, everyone Off-Guard to you. |
| Preserve the Moment | {action:preserve the moment} | free action (once a day) | Replay the turn you just took (once a day). |
| Restore the Moment | {action:restore the moment} | reaction | Trigger Your turn begins Effect Spend a Mythic Point. Take the same actions in the same order, using |
| Second Sight | {action:second sight} | 1 action | Spend a Mythic Point: a mythic Recall Knowledge that can lock in its next actions. |
| Sidestep Through Time | {action:sidestep through time} | reaction | Trigger You are about to attempt a Reflex saving throw against an area effect Effect You slip throug |
| Temporal Fury | {action:temporal fury} | 2 actions | Spend a Mythic Point: Strike, Step, a mythic Strike on an off-guard foe. |
Trapsmith2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Recycled Cogwheels | {action:recycled cogwheels} | 3 actions | Take back a snare that hasn't triggered. |
| Repurposed Parts | {action:repurposed parts} | 3 actions | Spend two prepared snares to deploy a different one you know. |
Trick Driver5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Drive-By Attack | {action:drive-by attack} | 1 action | Piloting: Drive and Strike along the way. |
| Express Driver | {action:express driver} | Piloting, exploration: a Driving Lore check to increase travel speed for the day. | |
| Leave the Wheel | {action:leave the wheel} | free action | Let go of the controls. |
| Power Slide | {action:power slide} | 1 action | Piloting: Drive with a -2 penalty to turn sharply. |
| Take the Wheel | {action:take the wheel} | 1 action | Board and Take Control of an adjacent vehicle: you are piloting it. |
Twilight Speaker3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Betraying Shank | {action:betraying shank} | 1 action | A hidden blade against a foe not yet in combat with you; roll Deception for initiative. |
| Disarming Smile | {action:disarming smile} | reaction | Diplomacy against Will to give an attacker pause. |
| Emphatic Emissary | {action:emphatic emissary} | free action | +2 to initiative and a free Disarming Smile on every hostile that hasn't acted. |
Undead Master8
Slash commands
/tgundeadmaster command <mode> <companion_alias> [strike_name] [target_alias] [companion_alias2] [strike_name2] [target_alias2] [alias] [player]
Command an Animal, for your undead companion: one for 2 actions, or -- with Lead the Pack -- both for 1 action each
/tgundeadmaster freeaction <companion_alias> [strike_name] [target_alias] [alias] [player]
Mature Beastmaster Companion: your undead companion Strides or Strikes on its own, no command spent
/tgundeadmaster call <companion_alias> [alias] [player]
Call in an inactive undead companion's fragment for its support benefit
/tgundeadmaster guardianghosts <damage> [companion_alias] [alias] [player]
Divert damage from a Strike onto an adjacent undead companion
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call Companion (Undead) | {action:call companion (undead)} | Spend a minute switching your active undead companion. | |
| Choose Your Undead Companion | {action:choose your undead companion} | Raise an undead companion (more than one allowed). | |
| Guardian Ghosts | {action:guardian ghosts} | reaction (once per 100 rounds) | An adjacent undead companion takes some of a Strike's damage (once per 10 minutes). |
| Their Master's Call | {action:their master's call} | 1 action | Call an inactive undead companion's fragment for its support benefit. |
Undead Slayer4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blessed Medicine | {action:blessed medicine} | free action | Reroll a failed Treat Disease against an undead-inflicted disease. |
| Frighten Undead | {action:frighten undead} | 1 action | Demoralize an undead with Religion. |
| Slayer's Identification | {action:slayer's identification} | free action | Trigger You roll initiative and can observe a creature you know is undead You attempt to Recall Know |
| Slayer's Strike | {action:slayer's strike} | 2 actions | Strike an undead: bonus vitality damage; counts as two attacks. |
Undersea Privateer16
Slash commands
/tgunderseaprivateer anchorstance [alias] [player]
Toggle Anchor Stance (in or under water): real DC bonuses vs. Reposition/Shove/forced movement
/tgunderseaprivateer anchorstanceflatcheck <feet_forced> [alias] [player]
Attempt Anchor Stance's real flat check when forced to move 10+ feet
/tgunderseaprivateer riptide <target_alias> [willing] [alias] [player]
Pull a nearby creature toward you with a current (Anchor Stance)
/tgunderseaprivateer shroudoftheseas [hidden] [alias] [player]
Declare you're fully underwater for a real Concealed/Hidden grant
/tgunderseaprivateer sailfishstrike <strike_name> [target_alias] [alias] [player]
Strike at the top of a Propelled Leap (+4 circumstance damage)
/tgunderseaprivateer propelledleap [alias] [player]
Launch yourself out of the water (Athletics DC 30)
/tgunderseaprivateer tidalwave <strike_name> <target_alias> [alias] [player]
Move and make two Strikes against the same target (real MAP, not bypassed)
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Anchor Stance: Forced Movement | {action:anchor stance: forced movement} | The flat check when forced to move 10+ feet. | |
| Boarding Party | {action:boarding party} | Climb a sea vehicle one-handed; +2 circumstance to Athletics if both hands are free. | |
| Float Free | {action:float free} | 1 action (once a round) | Frequency once per round Requirements You're underwater. You move 5 feet or up to half your swim Spe |
| Propelled Leap | {action:propelled leap} | 2 actions | Launch yourself out of the water (Athletics DC 30). |
| Riptide | {action:riptide} | reaction | Pull a nearby creature toward you with a current. |
| Sailfish Strike | {action:sailfish strike} | reaction | Strike at the top of a Propelled Leap (+4 damage). |
| Shroud of the Seas | {action:shroud of the seas} | Concealed (or Hidden) while fully underwater. | |
| Slippery as an Eel | {action:slippery as an eel} | +2 circumstance to your next Acrobatics check underwater (Escape/Squeeze/Tumble Through). | |
| Tidal Wave | {action:tidal wave} | 3 actions | Move and Strike the same target twice. |
Unexpected Sharpshooter5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Accidental Shot | {action:accidental shot} | 2 actions (once a day) | Frequency once per day Effect You make a Strike with a ranged weapon, rolling the attack and damage |
| Chain Reaction | {action:chain reaction} | 3 actions (once per 100 rounds) | One shot chains from target to target until it misses. |
| I Meant to Do That | {action:i meant to do that} | 1 action (once an hour) | After a miss, a Deception check to Shove, Trip or Disarm the foe. |
| Lucky Escape | {action:lucky escape} | reaction (once a day) | An attacker rolls twice and takes the worse (once a day). |
| That Was a Close One, Huh? | {action:that was a close one, huh?} | 1 action | Demoralize with Deception after a lucky shot or escape. |
Ursine Avenger Hood4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bear Hug | {action:bear hug} | 1 action | After a claw hit: another claw Strike; on a hit the foe is Grabbed. |
| Call Ursine Ally | {action:call ursine ally} | (once an hour) | Cast Summon Animal for a black bear (hourly). |
| Great Bear | {action:great bear} | free action (once an hour) | Take a bear's bulk and size in Ursine Avenger Form (hourly). |
| Ursine Avenger Form | {action:ursine avenger form} | 1 action | Draw the hood: jaws and claws unarmed attacks and a bear's traits. |
Vampire8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bat Form | {action:bat form} | 1 action (once an hour) | Take on Pest Form (Aerial Form at 14th). |
| Dominating Gaze | {action:dominating gaze} | 1 action (once a day) | Cast Dominate innately, once a day. |
| Drink Blood | {action:drink blood} | 1 action | Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within your reach |
| Manipulative Charm | {action:manipulative charm} | 1 action (once a day) | Cast Charm innately, once a day. |
| Mist Escape | {action:mist escape} | free action | At 0 HP: Turn to Mist toward your coffin. |
| Nocturnal Kindred | {action:nocturnal kindred} | 1 action (once a day) | Cast Animal Allies (bats, rats, wolves) innately, once a day. |
| Turn to Mist | {action:turn to mist} | 1 action (once an hour) | Vapor Form. |
| Vampire Strikes | {action:vampire strikes} | Put your fangs (and claws) on the sheet as strikes. |
Veil Dancer8
Slash commands
/tgveildancer interstitialescape <amount> [alias] [player]
Teleport away, taking reduced damage from the triggering attack
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aerial Flash | {action:aerial flash} | 3 actions | Even creatures who take to the air can't escape you. You teleport to any square within 60 feet that' |
| Afterimage | {action:afterimage} | free action | Trigger You use an action or cast a spell with the teleportation trait. You leave behind an afterima |
| Contingency Leap | {action:contingency leap} | reaction | Teleport to an edge within 30 feet as you fall. |
| Dart Between | {action:dart between} | 2 actions (once per 100 rounds) | Frequency once per 10 minutes In the blink of an eye, you transport yourself and any items you're we |
| Gossamer Blade | {action:gossamer blade} | 1 action | After a hit on an off-guard foe: leave a resonating echo of the blade. |
| Interstitial Escape | {action:interstitial escape} | reaction (once an hour) | Frequency once per hour Trigger You would be hit by a melee or ranged Strike, and you are not Off-Gu |
| Warp Path | {action:warp path} | 1 action | Requirements You are veiled. You fold space around you, transporting yourself to an unoccupied space |
Venture-Gossip5
Slash commands
/tgventuregossip heyoverhere <ally_alias> <dc> [alias] [player]
Upgrade an ally's Will save against an auditory effect by one degree
/tgventuregossip verbosedistraction [alias] [player]
React to being targeted by a physical melee attack: +2 circumstance AC against it
/tgventuregossip littlebird [alias] [player]
Toggle your Tiny-bird disguise: AC 20+level, Fly 25, weakness 5 physical, can't Strike
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Define “Report” | {action:define “report”} | free action | Look, getting caught in a lie is a normal part of venture-gossip life. Sometimes you have to give a |
| Hey! Over Here! | {action:hey! over here!} | reaction | Trigger An ally within 30 feet rolls a saving throw against an auditory effect. Hey! Don't listen to |
Vigilante2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Quick Change | {action:quick change} | 3 actions | Switch identities in three actions (one if legendary in Deception). |
| Startling Appearance | {action:startling appearance} | 1 action | Strike a creature unaware of you: off-guard and frightened. |
Viking3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Hurling Charge | {action:hurling charge} | 2 actions | Thrown Strike, Stride, draw a weapon. |
| Into the Fray | {action:into the fray} | 2 actions | Charge: a weapon Strike and a shield Strike on two enemies. |
| Second Shield | {action:second shield} | reaction | Draw a spare or improvised shield after yours breaks. |
Viking Guard5
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Designate Ally | {action:designate ally} | 1 action | Choose an ally you can see, who becomes your designated ally. For the next minute, whenever your des |
| Guarded Mind | {action:guarded mind} | free action (once per 100 rounds) | Reroll a failed mental save at +2 (once per 10 minutes). |
| Protective Strike | {action:protective strike} | reaction | Strike a creature that moves next to or attacks your designated ally. |
| Tight Follower | {action:tight follower} | reaction | Stride to within 10 feet of your designated ally. |
| Wounded Party | {action:wounded party} | reaction | You or your designated ally took damage: Rage. |
Vindicator2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call the Hunt | {action:call the hunt} | 1 action | Your hunted prey is off-guard to melee attacks near your allies. |
| Interrogate | {action:interrogate} | 1 action | Intimidation against Will to get answers. |
Wandering Chef1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Cosmic Cocktail | {action:cosmic cocktail} | (once a day) | A one-minute cocktail that grants Truesight for 10 minutes (once a day). |
War Mage3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Intimidating Spell | {action:intimidating spell} | 1 action | An area damage spell also frightens those who fail the save. |
| Mage's Field Dressing | {action:mage's field dressing} | 1 action | Battle Medicine with conjured bandages, after a spell. |
| Shield Spell Reinforcement | {action:shield spell reinforcement} | free action | Cast Shield through your shield, or for an adjacent ally. |
Warshard Warrior8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Athlete's Ally | {action:athlete's ally} | 1 action | A minute of mythic Athletics maneuvers with your shard. |
| Call Warshard Weapon | {action:call warshard weapon} | 1 action | Requirements You are not holding your warshard weapon, and you have a hand or hands free to be able |
| Divide and Conquer | {action:divide and conquer} | 2 actions | Step and Strike two foes at mythic proficiency. |
| Final Shot Knows the Way | {action:final shot knows the way} | 2 actions | A mythic ranged Strike that ignores cover; Off-Guard on a hit. |
| Indomitable Shot | {action:indomitable shot} | 2 actions | One shot through a line of foes; a basic Reflex save. |
| Prescient Parry | {action:prescient parry} | reaction | Mythic AC against a Strike; Strike back on a miss. |
| Throw and Catch | {action:throw and catch} | 3 actions | Hurl the weapon, catch it, strike again. |
| Weaponsight | {action:weaponsight} | 1 action | Close your eyes and concentrate on your warshard weapon. You perceive the world as if you were obser |
Watchwall Knight9
Slash commands
/tgwatchwallknight enduredeathstouch <amount> [alias] [player]
Redirect an undead's unarmed attack through your armor
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Absorb into the Aegis | {action:absorb into the aegis} | reaction | Trigger An enemy casts a spell that targets you or an ally within 15 feet of you You interpose your |
| Aegis of Arnisant | {action:aegis of arnisant} | 2 actions | Your shield gains Absorb into the Aegis until your next turn. |
| Body Barrier | {action:body barrier} | reaction | Trigger You and at least one ally are in the area of an effect that requires a Reflex save. When you |
| Emissary of Peace | {action:emissary of peace} | 3 actions | Even when bloodshed is inevitable, you would rather see your foes surrender. You attempt a Diplomacy |
| Keep Up the Good Fight | {action:keep up the good fight} | reaction (once an hour) | Stay at 1 HP, temporary HP, wounded +1. |
| Lead the Way | {action:lead the way} | 2 actions | You move forward, creating an opening for others to follow. Choose one adjacent ally who has a react |
| Preternatural Polish | {action:preternatural polish} | exploration | Armor you polish shines with righteous grace. You can take 10 minutes to recite prayers or oaths whi |
| Vigil's Walls Rise Anew | {action:vigil's walls rise anew} | 2 actions | You and drilled allies Raise a Shield. |
Weapon Improviser2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Makeshift Strike | {action:makeshift strike} | 1 action | Pick up an object and Strike with it. |
| Shattering Strike (Weapon Improviser) | {action:shattering strike (weapon improviser)} | free action | A broken improvised weapon shatters for 3d6 piercing. |
Wellspring Mage2
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Interfering Surge | {action:interfering surge} | reaction | Expend a spell slot to counteract a spell you see cast, using the slot's rank. |
| Urgent Upwelling | {action:urgent upwelling} | reaction (once per 100 rounds) | When brought low, tap the wellspring (once per 10 minutes). |
Werecreature12
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Antler Rush | {action:antler rush} | 2 actions | Requirements You're in your moose or hybrid shape. Stride twice. If you end your movement within you |
| Bear Hug | {action:bear hug} | 1 action | After a claw hit: another claw Strike; on a hit the foe is Grabbed. |
| Cornered Animal | {action:cornered animal} | 2 actions | Requirements You are in animal or hybrid form and are flanked. You become more dangerous when surrou |
| Death Roll | {action:death roll} | 1 action | Requirements You are in your crocodile or hybrid shape and have a creature Grabbed. You corkscrew yo |
| Dire Growth | {action:dire growth} | 2 actions | You transform into a primal reflection of your animal shape. If you aren't already in your animal sh |
| Fearful Symmetry | {action:fearful symmetry} | 1 action | After a critical unarmed hit: enemies within 30 feet save or are Frightened and Fascinated. |
| Feral Scramble | {action:feral scramble} | 2 actions | Requirements You're in hybrid or animal shape. Sinking your claws in, you propel yourself at shockin |
| Feral Toss | {action:feral toss} | 2 actions | A horn or tusk Strike that pushes the foe away. |
| Pouncing Transformation | {action:pouncing transformation} | 1 action | By transforming as you move, you attack from odd angles. You Change Shape or Dismiss the change then |
| Rapid Hybridization | {action:rapid hybridization} | free action | Trigger You roll initiative. When danger threatens, your instincts kick in, and you can assume a dif |
| Rushing Boar | {action:rushing boar} | reaction | Requirements You're in boar or hybrid shape. Trigger An attack from a creature that isn't adjacent t |
| Shared Tide | {action:shared tide} | 2 actions | You Swim up to twice the normal distance. Any ally you pass within 30 feet of during that movement g |
Wild Mimic8
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Electrogenesis | {action:electrogenesis} | 2 actions (once per 100 rounds) | An unarmed Strike that jolts: +1d12 electricity and Clumsy. |
| Emergency Regeneration | {action:emergency regeneration} | reaction (once a day) | At 0 HP from non-acid, non-fire damage: Regenerate. |
| Ferocity Mimicry | {action:ferocity mimicry} | reaction (once a day) | Dropped to 0 but not killed: stay at 1 HP, Wounded +1. |
| Petrifying Gaze Mimicry | {action:petrifying gaze mimicry} | 2 actions | A Fortitude save or Slowed and Immobilized. |
| Pounce Mimicry | {action:pounce mimicry} | 1 action | Stride, then Strike; stay hidden until after it. |
| Rend Mimicry | {action:rend mimicry} | 1 action | After two slashing hits on one foe: extra slashing damage. |
| Roar Mimicry | {action:roar mimicry} | 2 actions (once per 100 rounds) | A 15-foot sonic roar; a Fortitude save or Stunned. |
| Trample Mimicry | {action:trample mimicry} | 3 actions | Stride through smaller creatures; a basic Reflex save each. |
Wildspell12
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Burning Surge | {action:burning surge} | reaction | A spell cast in your aura burns the caster and those beside it. |
| Extend Surge | {action:extend surge} | 1 action | Widen the spellsurge aura to 30 feet (60 with a Mythic Point). |
| Galvanize Spell | {action:galvanize spell} | free action (once a day) | Frequency once per day Requirements Your Spellsurge aura is active. You reabsorb the magic of your s |
| Imbue Spell | {action:imbue spell} | free action | Pass a spell you just cast to an adjacent ally. |
| Invigorating Surge | {action:invigorating surge} | 1 action | Temporary Hit Points for an ally in your spellsurge aura. |
| Mystical Flare | {action:mystical flare} | 1 action | Everyone in the spellsurge aura is concealed. |
| Mythic Heightening | {action:mythic heightening} | 1 action (once a day) | Spend a Mythic Point: the next spell is heightened to your highest rank at mythic proficiency (once a day). |
| Rapid Switch | {action:rapid switch} | free action (once per minute) | Sustain spellsurge to choose a different aura effect (once a round). |
| Recharging Transference | {action:recharging transference} | 1 action | Expend a spell or Focus Point so an ally regains one. |
| Spell Network | {action:spell network} | free action | A stance: allies in the aura can cast from another ally's space. |
| Surging Interference | {action:surging interference} | reaction | Counteract a spell cast in your Spellsurge aura; regain a slot on success. |
| Thundering Surge | {action:thundering surge} | 1 action | The next spell also blasts thunder around its target (a DC 5 flat check). |
Wind Guard1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Unfazed Assessment | {action:unfazed assessment} | 1 action | Perception against Will: a bonus to AC and saves against one creature. |
Winged Warrior9
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Bombing Run | {action:bombing run} | 2 actions | Requirements You currently have a fly Speed. Using your elevation and speed to your advantage, you d |
| Cratering Drop | {action:cratering drop} | 1 action | Requirements Your previous action was Pluck from the Sky using a melee Strike, and the target failed |
| Falcon Swoop | {action:falcon swoop} | 2 actions | Fly twice with a Strike along the way; off-guard from above. |
| Gusting Spell | {action:gusting spell} | 1 action | After an air or electricity spell, Fly up to 10 feet. |
| Pluck from the Sky | {action:pluck from the sky} | 2 actions | Access tengu, strix, or awakened animal (flying animal) ancestry The skies are your rightful place, |
| Redirecting Draft | {action:redirecting draft} | reaction | Trigger You or an ally within 10 feet of you is the target of a ranged physical Strike. You flap you |
| Smooth Hover | {action:smooth hover} | free action (once an hour) | Trigger You're airborne at the end of your turn. You remain airborne through sheer effort. You don't |
| Wing Bounce | {action:wing bounce} | 2 actions | Leap or Fly, then Trip an enemy. |
| Wing Shove | {action:wing shove} | 1 action | Flanked: Shove both flankers. |
World Rouser11
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| A Hush Falls Over the World | {action:a hush falls over the world} | 1 action | Sound is absorbed; auditory and sonic effects may fail. |
| All Returns To Slumber (area) | {action:all returns to slumber (area)} | 1 action | Dismiss your waking world; a Will save or no reactions. |
| Awake With a Roar (area) | {action:awake with a roar (area)} | free action | When you Rouse the World: a Will save or Frightened and Stunned. |
| Come In From the Wilderness | {action:come in from the wilderness} | 2 actions (once an hour) | Swaddle an ally in earth: 6d8 healing next turn. |
| Dust Cloud | {action:dust cloud} | 1 action | Concealment in your waking world, and a Fortitude save. |
| Nature's Embrace | {action:nature's embrace} | 1 action | Your waking world is difficult terrain for enemies. |
| Rouse the World | {action:rouse the world} | 1 action | Wake the world in a 10-foot burst: your waking world. |
| Sheltering Hand | {action:sheltering hand} | 1 action | You and allies in your waking world gain cover. |
| The World Devours | {action:the world devours} | 2 actions | The ground swallows a creature: a Reflex save, damage, Grabbed. |
| The World Whispers | {action:the world whispers} | 1 action | Seek in your waking world and Point Out what you find. |
| Wake and Tremble (area) | {action:wake and tremble (area)} | free action | When you Rouse the World: a Reflex save or Prone. |
Worm Caller4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Call Worm Spirit | {action:call worm spirit} | 2 actions (once a day) | A ghostly worm bursts from the ground (once a day). |
| Crimson Breath | {action:crimson breath} | 2 actions (once a day) | A 30-foot cone of fire (once a day). |
| Worm Form | {action:worm form} | 2 actions | Take a purple worm or hybrid battle form. |
| Worm's Feast | {action:worm's feast} | 2 actions (once a day) | Cave worms feast on a creature (once a day). |
Wrestler5
Slash commands
/tgwrestler disengagingtwist <dc> [alias] [player]
Escape a hold with a +2 circumstance bonus
/tgwrestler formlock <target_alias> <dc> <target_rank> [alias] [player]
Counteract a polymorph effect on a Grabbed/Restrained foe
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Disengaging Twist | {action:disengaging twist} | reaction | Trigger A creature gives you the Grabbed or Restrained condition. Your ability to twist your opponen |
| Form Lock | {action:form lock} | 1 action | Requirements You have a creature Grabbed or Restrained. Your ability to manipulate your enemy's enti |
| Running Tackle | {action:running tackle} | 2 actions | You charge, throwing your body at your foe in a vicious tackle. Stride twice or make a High Jump or |
Wylderheart4
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Blessed Sentinel | {action:blessed sentinel} | 2 actions | A holy Strike with bonus spirit damage; counts as two attacks. |
| Choose a Focus Spell | {action:choose a focus spell} | Pick the focus spell a feat gives you (Deathly Secrets and the like). | |
| Fiend Slayer | {action:fiend slayer} | 1 action | 80 void damage to a fiend you just hurt. |
| Wild Dance | {action:wild dance} | 1 action | Stride; creatures reacting to it save Will first. |
Zombie7
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Brains! | {action:brains!} | free action | After feasting on a brain: a bonus to Recall Knowledge. |
| Feast | {action:feast} | 2 actions | Feed on a restrained, unconscious or freshly dead creature. |
| Lay Down Arms | {action:lay down arms} | 1 action | You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. |
| Ravenous Charge | {action:ravenous charge} | 2 actions | Stride, Grapple, then a jaws Strike. |
| Seize | {action:seize} | 1 action | After a fist hit: the foe is Grabbed. |
| Shamble | {action:shamble} | 2 actions | Stride twice (or three times) ignoring difficult terrain. |
| Unkillable | {action:unkillable} | reaction (once an hour) | At 0 HP: stay at 1; risk deteriorating. |
Starfinder 2e15
Classes8
Envoy29
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Acquire Asset | {action:acquire asset} | 1 action | Acquire Asset: a Strike with its extra effect. |
| Change of Plans | {action:change of plans} | reaction | Your Get 'Em! target dropped: use Get 'Em! on another. |
| Cheer Up | {action:cheer up} | 1 action | An adjacent ally reduces a condition by 2. |
| Confounding Disquisition | {action:confounding disquisition} | 1 action | Deception or Diplomacy against Will: Stupefied or Stunned. |
| Dirty Retort | {action:dirty retort} | reaction | The creature that missed you becomes Clumsy or Enfeebled. |
| Don't You Die on Me | {action:don't you die on me} | 1 action | An adjacent dying ally's dying value drops by 1. |
| Down to the Wire | {action:down to the wire} | reaction | Resolve the directive you just issued as the 2-action version. |
| Extend Directive | {action:extend directive} | free action | Repeat last turn's 2-action directive as the 1-action version. |
| Get 'Em! | {action:get 'em!} | 1 action (once a round) | Directive: you and your allies get +1 status to attacks against one enemy. Two actions: Strike it. |
| Get in There! | {action:get in there!} | 1 action | Allies gain a status bonus to Speed. |
| Go to Ground! | {action:go to ground!} | 1 action | Lesser cover counts as standard cover for you and your allies. |
| Got 'Em | {action:got 'em} | free action (once a round) | An ally who hit your Get 'Em! target gains status damage equal to Charisma. |
| Hang in There | {action:hang in there} | 1 action | Diplomacy check: temporary Hit Points for you or an ally. |
| Hurry | {action:hurry} | 1 action | An ally within 30 feet is Quickened for a round. |
| Improvised Mastery | {action:improvised mastery} | free action (1 a day) | (Before a skill check) roll it with master proficiency in that skill. Once a day. |
| Influence | {action:influence} | reaction (once a day) | Roll a Deception, Diplomacy or Intimidation check twice and keep the higher. |
| Not in the Face | {action:not in the face} | reaction | Deception against its Will DC: the attacker is thrown off. |
| Quip | {action:quip} | reaction | Demoralize a creature your ally just wounded. |
| Ready to Roll | {action:ready to roll} | free action | Issue a 1-action directive when you roll initiative. |
| Saw it Coming | {action:saw it coming} | free action | Saw it Coming: a boost for a time. |
| Search High and Low! | {action:search high and low!} | 1 action | Allies gain a circumstance bonus to Seek. |
| Secondary Directive | {action:secondary directive} | 1 action | Secondary Directive: a Strike with its extra effect. |
| Sidestep | {action:sidestep} | reaction | Sidestep: steps aside as the Strike fails: it is redirected to a creature of their choice . |
| Silver Tongue | {action:silver tongue} | free action (4 a day) | (A check you are legendary in) roll twice and keep the better. Four a day. |
| Situational Awareness | {action:situational awareness} | 1 action | Ready a directive; use the 2-action version if the trigger occurs. |
| Steel Yourselves! | {action:steel yourselves!} | 1 action (once an hour) | Directive: allies who Brace for Impact gain temporary Hit Points. |
| Take 'Em Alive! | {action:take 'em alive!} | 1 action | You and allies can make attacks nonlethal without the penalty. |
| Watch Out | {action:watch out} | reaction | +2 circumstance to an ally's AC against the triggering attack. |
| You Can Do It | {action:you can do it} | 1 action | An ally performs the Lead by Example actions of your last directive. |
Mechanic17
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Activate Targeting System | {action:activate targeting system} | 1 action | Your next attack (or your drone's or turret's) ignores circumstance penalties and concealment. |
| Auto Target | {action:auto target} | reaction | Auto Target: a Strike with its extra effect. |
| Deploy Bunker | {action:deploy bunker} | 1 action | Retractable barriers make a temporary metal wall. |
| Deploy Motion Dampener | {action:deploy motion dampener} | 1 action | A 10-foot emanation of difficult terrain for a few rounds. |
| Double Deployment | {action:double deployment} | 1 action (once a round) | Deploy Mine twice. |
| Double Detonation | {action:double detonation} | 1 action (once a round) | Detonate Mine twice. |
| Energy Expulsion | {action:energy expulsion} | 1 action | Energy Expulsion: a Strike with its extra effect. |
| Instant Deployment | {action:instant deployment} | free action | On initiative: your drone Strides, or deploy a mine or turret. |
| Mobile Deployment | {action:mobile deployment} | 1 action | Stride twice and Deploy Mine or Turret on the way. |
| Modify | {action:modify} | 1 action | (Custom rig) apply one of your mods to an item until the end of your next turn. |
| Parallel Deployment | {action:parallel deployment} | 1 action | Reposition and deploy several machines at once. |
| Parallel Reposition | {action:parallel reposition} | 1 action | Synchronized Step, then Reposition Exocortex. |
| Redeploy Munitions | {action:redeploy munitions} | 1 action | Reposition Exocortex once for every deployed mine. |
| Reposition Exocortex | {action:reposition exocortex} | 1 action | Teleport a deployed mine or turret to a space you can see nearby. |
| Spontaneous Crafting | {action:spontaneous crafting} | 2 actions | Craft a common level 0 item of 1 Bulk or less from the rig; it lasts an hour. |
| Synchronized Step | {action:synchronized step} | 1 action | You and your drone each Stride once. |
| Tactical Team-Up | {action:tactical team-up} | 1 action | Tactical Team-Up: a Strike with its extra effect. |
Mystic24
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Adaptive Defense | {action:adaptive defense} | 1 action | You and an ally resist the spell's damage type. |
| Bond Boost | {action:bond boost} | reaction | +1 status to a bonded ally's save. |
| Bond Spell | {action:bond spell} | reaction | An ally's spell gets a status bonus to damage or healing equal to its rank. |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Convert Elemental Essence | {action:convert elemental essence} | reaction | Absorb a failed elemental attack into the network. |
| Convert Illumination | {action:convert illumination} | reaction | Magical darkness refills the network. |
| Convert Information | {action:convert information} | 1 action | A successful Recall Knowledge refills the network. |
| Convert Life Force | {action:convert life force} | 1 action | Sacrifice your Hit Points to refill the vitality network. |
| Convert Tempo | {action:convert tempo} | 1 action (once per minute) | Stride, and the network regains 10 Hit Points per Stride. |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Infused Spell | {action:infused spell} | 1 action | Spend network Hit Points to Quicken the ally the spell targets. |
| Mental Interference | {action:mental interference} | 1 action | Connection skill against Will: penalties to attacks and Will saves. |
| Network Attunement | {action:network attunement} | 1 action | Allies move up to 20 Hit Points to or from the network. |
| Network Shield | {action:network shield} | reaction | The network takes the hit instead of you. |
| Network Spell | {action:network spell} | 1 action | Your next spell with a range, area or target manifests from a bonded ally's space. |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Realized Epiphany | {action:realized epiphany} | 1 action (once per minute) | Pay for an epiphany spell with 20 network Hit Points. |
| Regain Vitality Network | {action:regain vitality network} | free action | At the start of a combat turn: +4 (6 or 8 at higher proficiency) Hit Points in the network. |
| Spot Healing | {action:spot healing} | reaction | Transfer Vitality to an ally who took damage. |
| Transfer Vitality | {action:transfer vitality} | 1 action | Move Hit Points from your vitality network to yourself or a bonded ally. |
| Tripartite Mind | {action:tripartite mind} | reaction | Counteract a mind-affecting condition. |
| Waste Not | {action:waste not} | 1 action | Void damage to a living creature refills the network. |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
Operative42
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| 360 No Scope | {action:360 no scope} | 2 actions | 360 No Scope: a Strike with its extra effect. |
| Aim | {action:aim} | 1 action | Mark a creature: extra precision damage with your ranged Strikes and less cover for it. |
| Aim (free action) | {action:aim (free action)} | free action | Infinite Aim: Aim as a free action. |
| Bullet Dance | {action:bullet dance} | 3 actions | Bullet Dance: a Strike with its extra effect. |
| Bullet Fever | {action:bullet fever} | reaction (once an hour) | Bullet Fever: a boost for a time. |
| Cloaking Field | {action:cloaking field} | 1 action (once an hour) | Invisible for 10 minutes. |
| Clustered Shots | {action:clustered shots} | 2 actions | Clustered Shots: a Strike with its extra effect. |
| Destructive Dash | {action:destructive dash} | 1 action | Destructive Dash: Stride with the exact distance worked out. |
| Disarming Shot | {action:disarming shot} | 2 actions | Disarming Shot: a Strike with its extra effect. |
| Double Tap | {action:double tap} | 2 actions | Double Tap: a Strike with its extra effect. |
| Elusive Target | {action:elusive target} | reaction | Elusive Target: Step with the exact distance worked out. |
| Explosive Deflection | {action:explosive deflection} | reaction | Explosive Deflection: a boost for a time. |
| Fish in a Barrel | {action:fish in a barrel} | 2 actions | Fish in a Barrel: a Strike with its extra effect. |
| Follow-Up Fire | {action:follow-up fire} | free action (once a round) | Follow-Up Fire: a Strike with its extra effect. |
| Grazing Shot | {action:grazing shot} | 1 action | Grazing Shot: a Strike with its extra effect. |
| Hair Trigger | {action:hair trigger} | reaction | Hair Trigger: a Strike with its extra effect. |
| Hampering Shot | {action:hampering shot} | 2 actions | Hampering Shot: a Strike with its extra effect. |
| Impeding Shot | {action:impeding shot} | 2 actions | Impeding Shot: a Strike with its extra effect. |
| Instinctive Aim | {action:instinctive aim} | 1 action | Draw a ranged weapon, then Aim. |
| Kick it Into Overdrive | {action:kick it into overdrive} | free action (once an hour) | Quickened for a turn (Stride only). |
| Kill Shot | {action:kill shot} | 2 actions | Kill Shot: a Strike with its extra effect. |
| Kill Steal | {action:kill steal} | reaction | Kill Steal: a Strike with its extra effect. |
| Line 'em Up | {action:line 'em up} | 2 actions | Line 'em Up: a Strike with its extra effect. |
| Mobile Aim | {action:mobile aim} | 1 action | Stride, then Aim. |
| Muzzle Flash | {action:muzzle flash} | 2 actions | Muzzle Flash: a Strike with its extra effect. |
| Opening Volley | {action:opening volley} | 1 action | Opening Volley: a Strike with its extra effect. |
| Opportune Retort | {action:opportune retort} | reaction | Opportune Retort: a Strike with its extra effect. |
| Overwhelming Shot | {action:overwhelming shot} | 2 actions | Overwhelming Shot: a Strike with its extra effect. |
| Parkour | {action:parkour} | 1 action | Parkour: Stride with the exact distance worked out. |
| Peek | {action:peek} | 1 action | Peek: a Strike with its extra effect. |
| Practiced Escape | {action:practiced escape} | reaction | Escape a hold, then Stand or Step. |
| Running Shot | {action:running shot} | 2 actions | Running Shot: a Strike with its extra effect. |
| Skirmish Strike | {action:skirmish strike} | 1 action | Either Step and then Strike, or Strike and then Step. |
| Sprint | {action:sprint} | 2 actions | Sprint: Stride with the exact distance worked out. |
| Stop Them in Their Tracks | {action:stop them in their tracks} | 1 action | Demoralize your mark; a critical success Immobilizes it. |
| Swift Reposition | {action:swift reposition} | reaction | +2 circumstance to a Reflex save and a Step or Leap. |
| Switch Target | {action:switch target} | free action | Aim at a new creature as your target falls. |
| Tactical Advance | {action:tactical advance} | 1 action | Tactical Advance: Stride with the exact distance worked out. |
| Tactical Swap | {action:tactical swap} | 1 action (once a round) | Tactical Swap: a Strike with its extra effect. |
| Toppling Shot | {action:toppling shot} | 2 actions | Toppling Shot: a Strike with its extra effect. |
| Twin Draw | {action:twin draw} | 1 action | Draw two weapons, then Aim. |
| Weakening Shot | {action:weakening shot} | 2 actions | Weakening Shot: a Strike with its extra effect. |
Solarian30
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Ascended Stability | {action:ascended stability} | reaction | Don't cycle or become unattuned. |
| Attune | {action:attune} | 1 action (once a round) | Attune to photon or graviton; manifest dormant manifestations. Once a round. |
| Big Bang | {action:big bang} | 3 actions (once an hour) | Big Bang: a reflex save against your DC. |
| Binaric Assault | {action:binaric assault} | 2 actions | Binaric Assault: a Strike with its extra effect. |
| Black Hole | {action:black hole} | 2 actions (once per 100 rounds) | Black Hole: a fortitude save against your DC. |
| Careful Strike | {action:careful strike} | 1 action | Careful Strike: a Strike with its extra effect. |
| Clinging Flare | {action:clinging flare} | 1 action | Clinging Flare: a Strike with its extra effect. |
| Constellation Vortex | {action:constellation vortex} | 1 action | Constellation Vortex: a reflex save against your DC. |
| Corona | {action:corona} | 1 action | A 10-foot emanation of light or darkness around you. |
| Covering Flare | {action:covering flare} | 2 actions | Covering Flare: a Strike with its extra effect. |
| Eclipse Strike | {action:eclipse strike} | 1 action | Eclipse Strike: a Strike with its extra effect. |
| Flicker Strike | {action:flicker strike} | 2 actions | Flicker Strike: a Strike with its extra effect. |
| Hampering Flare | {action:hampering flare} | 1 action | Hampering Flare: a Strike with its extra effect. |
| Meditative Analysis | {action:meditative analysis} | 1 action | Recall Knowledge: +1 to your next solar weapon Strike against it. |
| Momentum | {action:momentum} | 1 action | Momentum: Step with the exact distance worked out. |
| Nimbus Surge | {action:nimbus surge} | reaction | A creature in reach acts openly: a melee Strike against it, no multiple attack penalty. |
| Nimbus Ward | {action:nimbus ward} | reaction | Resistance equal to half your level until your next turn. |
| Plasma Ejection | {action:plasma ejection} | 2 actions | Plasma Ejection: a reflex save against your DC. |
| Re-Forge Solar Weapon | {action:re-forge solar weapon} | exploration | 10 minutes: change your solar weapon's damage type. |
| Shattering Impact | {action:shattering impact} | 2 actions | Shattering Impact: a Strike with its extra effect. |
| Singularity | {action:singularity} | 3 actions (once an hour) | Singularity: a reflex save against your DC. |
| Solar Crystals | {action:solar crystals} | free action | Fit a crystal to your solar flare or solar weapon: potency, striking, photon, graviton, gluon... |
| Soul Furnace | {action:soul furnace} | 1 action | Burn Hit Points to roll a new save against an affliction. |
| Star Brand | {action:star brand} | 1 action | Brand a creature you hit: it stays visible and your solar flare reaches farther. |
| Stellar Rush | {action:stellar rush} | 2 actions | Stellar Rush: a fortitude save against your DC. |
| Stellar Shield Collapse | {action:stellar shield collapse} | free action | Stellar Shield Collapse: the destroyed solar shield collapses: graviton-attuned they use Black Hole as a . |
| Supernova | {action:supernova} | 2 actions (once per 100 rounds) | Supernova: a reflex save against your DC. |
| Twin Guard | {action:twin guard} | reaction | Resist a critical hit by shattering a solar weapon. |
| Unstable Flare | {action:unstable flare} | 2 actions | Unstable Flare: a Strike with its extra effect. |
| Wormhole | {action:wormhole} | 2 actions (once an hour) | Wormhole: a fortitude save against your DC. |
Soldier40
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Area Fire | {action:area fire} | 2 actions | Weapon damage to every creature in an area: a basic Reflex save, no attack roll. |
| Auto-Fire | {action:auto-fire} | 2 actions | Weapon damage to every creature in a cone: a basic Reflex save, no attack roll. |
| Bring it On! | {action:bring it on!} | 1 action | Bring it On!: a boost for a time. |
| Brutal Barrage | {action:brutal barrage} | 3 actions | Brutal Barrage: an Area Fire or Auto-Fire with a twist. |
| Bullet Hell | {action:bullet hell} | 2 actions | Bullet Hell: a reflex save against your DC. |
| Bullet Typhoon | {action:bullet typhoon} | 1 action | Area Fire or Auto-Fire as a single action (never more than two such attacks in a round). |
| Burst of Strength | {action:burst of strength} | reaction (once an hour) | Burst of Strength: a second roll of the failed check or save. |
| Collateral Witness | {action:collateral witness} | reaction | Demoralize a survivor with +2 after dropping your primary target. |
| Come Get Some! | {action:come get some!} | reaction (once a day) | Come Get Some!: a Strike with its extra effect. |
| Concentrated Shot | {action:concentrated shot} | 2 actions | Concentrated Shot: a Strike with its extra effect. |
| Coordinated Fire | {action:coordinated fire} | 3 actions | Coordinated Fire: an Area Fire or Auto-Fire with a twist. |
| Covering Fire | {action:covering fire} | 1 action | Covering Fire: a Strike with its extra effect. |
| Death Blossom | {action:death blossom} | 3 actions | Death Blossom: an Area Fire or Auto-Fire with a twist. |
| Fan the Hammer | {action:fan the hammer} | 1 action (once a round) | Fan the Hammer: an Area Fire or Auto-Fire with a twist. |
| Fog of War | {action:fog of war} | 2 actions | Fog of War: an Area Fire or Auto-Fire with a twist. |
| Hybrid Technique | {action:hybrid technique} | 1 action | Area Fire or Auto-Fire once, applying two Soldier feats' extra effects. |
| I'll Be Back | {action:i'll be back} | free action (once a day) | Stand and draw a weapon as you wake. |
| Intimidating Taunt | {action:intimidating taunt} | 1 action | Taunt an enemy within 60 feet so it must include you in its hostile actions. |
| Light 'Em Up | {action:light 'em up} | 2 actions | Light 'Em Up: an Area Fire or Auto-Fire with a twist. |
| Load-Bearing Hero | {action:load-bearing hero} | reaction | Your save is one degree worse; your ally's one degree better. |
| Menacing Laughter | {action:menacing laughter} | 1 action | Demoralize every Suppressed creature within 30 feet. |
| Offensive Defense | {action:offensive defense} | 2 actions | Offensive Defense: a reflex save against your DC. |
| Overwatch | {action:overwatch} | reaction | Overwatch: a Strike with its extra effect. |
| Pin Down | {action:pin down} | reaction | Pin Down: a will save against your DC. |
| Punishing Salvo | {action:punishing salvo} | 1 action | Punishing Salvo: a Strike with its extra effect. |
| Punitive Strike | {action:punitive strike} | reaction | Punitive Strike: a Strike with its extra effect. |
| Quick Swap | {action:quick swap} | reaction | Quick Swap: stows their two-handed weapon and draws another as an enemy moves adjacent (or S. |
| Ready Reload | {action:ready reload} | 1 action | Ready Reload: Interacts to reload twice, with no free hand needed, after an attack that expend. |
| Relentless Endurance | {action:relentless endurance} | reaction (once an hour) | (You take damage) temporary Hit Points for a minute. Once an hour. |
| Rocket Jump | {action:rocket jump} | 2 actions | Rocket Jump: an Area Fire or Auto-Fire with a twist. |
| Run Hot | {action:run hot} | 3 actions | Run Hot: an Area Fire or Auto-Fire with a twist. |
| Shell Shower | {action:shell shower} | free action (once a round) | After an Area Fire or Auto-Fire, make adjacent squares difficult terrain. |
| Shot on the Run | {action:shot on the run} | 2 actions | Shot on the Run: an Area Fire or Auto-Fire with a twist. |
| Shoving Shot | {action:shoving shot} | 2 actions | Shoving Shot: an Area Fire or Auto-Fire with a twist. |
| Spread the Love | {action:spread the love} | 2 actions | Spread the Love: an Area Fire or Auto-Fire with a twist. |
| Terror-Forming | {action:terror-forming} | 2 actions | Terror-Forming: an Area Fire or Auto-Fire with a twist. |
| Vector Reflector | {action:vector reflector} | reaction | Resistance against a Suppressed creature's Strike; Shove it if in reach. |
| Whirling Swipe | {action:whirling swipe} | 2 actions | Whirling Swipe: a reflex save against your DC. |
| Widen Area | {action:widen area} | 1 action | The next area attack is wider. |
| You'll Have to Go Through Me! | {action:you'll have to go through me!} | 2 actions | You'll Have to Go Through Me!: an Area Fire or Auto-Fire with a twist. |
Technomancer38
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Active Defense Firewall | {action:active defense firewall} | 1 action | Bind your next hostile single-target spell into your armor. |
| Alakablam | {action:alakablam} | free action | Alakablam: a boost for a time. |
| Booming Bootloader | {action:booming bootloader} | free action | Your next summon spell arrives with a sonic blast around the summoned creature. |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Copy-Paste Spell | {action:copy-paste spell} | 1 action | Your next spell of rank 4 or lower with no duration can be cast a second time this turn. |
| Debug Spell | {action:debug spell} | 1 action | Dice of your next damage or healing spell that roll 1 count as 2. |
| Download Spell | {action:download spell} | free action (once per 100 rounds) | Replace an unexpended prepared spell with one from your spell cache. |
| Dynamic Frequency Scaling | {action:dynamic frequency scaling} | 1 action | A spell gem you cast from isn't destroyed; it lasts until your next daily preparations. |
| Effortless Concentration | {action:effortless concentration} | free action | As your turn begins: Sustain one of your active class spells. |
| Energy Sink | {action:energy sink} | 1 action | Your next energy-damage spell gives you resistance of twice its rank for a minute. |
| God Mode | {action:god mode} | 1 action | Apply up to three single-action technomancer spellshapes to your next spell. |
| Grenade Spell | {action:grenade spell} | 1 action | Install your next burst Reflex spell into the grenade you hold. |
| Jailbreak Spell | {action:jailbreak spell} | free action | Spend your overclocked gear to power a spellshape on your next spell. |
| Leverage Specs | {action:leverage specs} | free action | -1 to a creature's AC and saves against your spells and tech minions, for your Intelligence modifier in rounds. |
| Log Spell Execution | {action:log spell execution} | 1 action | Copy the spell you cast from a chip or gem into your spell cache. |
| Nonlethal Spell | {action:nonlethal spell} | 1 action | Your next damaging spell without the death or void trait gains the nonlethal trait. |
| Overclock Gear | {action:overclock gear} | free action (once a round) | (After you cast from a slot) overclock a tech item or minion for a minute. |
| Overclock Onlaunch | {action:overclock onlaunch} | free action (once a day) | Overclock Gear on rolling initiative, ignoring its trigger. |
| Overclock Spell Cache | {action:overclock spell cache} | free action | End the overclock: cast a spell from your cache for free within a minute. |
| Overwhelming Energy | {action:overwhelming energy} | 1 action | Your next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic. |
| Pirate Spell | {action:pirate spell} | free action | Cast the enemy spell you just beat, until your next turn ends. |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Reactive Firewall | {action:reactive firewall} | reaction | While overclocked: the attacker rolls twice and takes the lower. |
| Recalculate Coordinates | {action:recalculate coordinates} | 1 action | Move an active area spell, or switch a single-ally spell to a new ally; its duration is halved. |
| Script Kiddie | {action:script kiddie} | free action | Until the end of your turn, borrow a spellshape you don't know. |
| Signal Relay | {action:signal relay} | 1 action | Your next spell that affects only you affects your tech minion instead. |
| Spell Protection Protocol | {action:spell protection protocol} | 1 action | Your next spell gives you or your tech minion temporary Hit Points equal to double its rank. |
| Split Tunneling | {action:split tunneling} | 1 action | Your next single-target attack spell can hit a second target. |
| Thermoelectric Phase Change | {action:thermoelectric phase change} | 1 action | Swap the elemental trait and damage type of your next spell for another. |
| Turbocharge Armaments | {action:turbocharge armaments} | 1 action (once per 100 rounds) | Turbocharge Armaments: a Strike with its extra effect. |
| Turbocharge Batteries | {action:turbocharge batteries} | 1 action | Your overclocked tech minion Strides and bursts in fire and lightning after your next spell. |
| Turbocharge Lattice | {action:turbocharge lattice} | 1 action | Your next spell cast from a chip or gem is heightened up to two ranks below your highest slot. |
| Turbocharge Shielding | {action:turbocharge shielding} | 1 action | Your next single-creature spell of 10 minutes or less shares your temporary Hit Points with its target. |
| Universal Spell Bus | {action:universal spell bus} | 1 action | Cast your next spell from a chip or gem without holding it. |
| Virtualized Data Transmission | {action:virtualized data transmission} | 1 action | Teleport into the area of your next ranged area spell. |
| White Hat Hack | {action:white hat hack} | free action | End the overclock: reduce Glitching on tech nearby. |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
Witchwarper31
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Anchoring Strike | {action:anchoring strike} | 1 action | Anchoring Strike: a Strike with its extra effect. |
| Borrow Spell | {action:borrow spell} | free action (once a day) | Borrow Spell: borrows a spell from another reality while Sustaining the quantum field: this tu. |
| Conceal Spell | {action:conceal spell} | 2 actions | Your next spell is cast without noticeable incantations or gestures. |
| Danger Zone | {action:danger zone} | 1 action | Danger Zone: the field is hazardous terrain: 1 damage to an enemy each time it enters a square (you choose the type). |
| Debris Zone | {action:debris zone} | 1 action | Debris Zone: the field is difficult terrain. |
| Enlarge Quantum Field | {action:enlarge quantum field} | 1 action | Widen your quantum field by 10 feet. |
| Fundamental Understanding | {action:fundamental understanding} | reaction | Fundamental Understanding: identifies a spell cast in their quantum field: they or a visible ally within 60. |
| Infinite Magic | {action:infinite magic} | free action (2 a day) | Twice a day, cast a 9th-rank or lower spell with no slot left (different ranks). |
| Isolated Spell Matrix | {action:isolated spell matrix} | 1 action | Your next spell with a range reaches 100 feet but affects only targets inside your quantum field. |
| Meandering Mind | {action:meandering mind} | 1 action | +2 status to saves against mental effects for a round. |
| Nonlethal Spell | {action:nonlethal spell} | 1 action | Your next damaging spell without the death or void trait gains the nonlethal trait. |
| Otherworldly Spell | {action:otherworldly spell} | 1 action | Your next spell looks odd: others don't automatically know what it is. |
| Persistent Quantum Field | {action:persistent quantum field} | 1 action (once a day) | Warp Reality with a duration of 1 minute. |
| Predict Outcome | {action:predict outcome} | exploration (once an hour) | 10 minutes: Augury, but only about dangers ahead. |
| Predictive Positioning | {action:predictive positioning} | reaction | Predictive Positioning: teleports up to their Speed to a space within their quantum field, free from the. |
| Quantum Entanglement | {action:quantum entanglement} | 1 action | Quantum Entanglement: a will save against your DC. |
| Quantum Pulse | {action:quantum pulse} | free action | (Trigger: you roll initiative) Warp Reality as combat begins. |
| Quantum Recycle | {action:quantum recycle} | reaction (once a day) | Quantum Recycle: recycles the energy of a spell of 2nd rank or higher cast within their quantum f. |
| Quickened Casting | {action:quickened casting} | free action (once a day) | Your next lower-rank spell costs one action fewer (once a day). |
| Radiant Zone | {action:radiant zone} | 1 action | Radiant Zone: the field is bright light; enemies in it are dazzled by the glare. |
| Reach Spell | {action:reach spell} | 1 action | Your next spell's range grows by 30 feet. |
| Scrub Psyche | {action:scrub psyche} | reaction | Reroll a failed mental save; the second result stands. |
| Share Quantum Aura | {action:share quantum aura} | 1 action (once per 100 rounds) | Share Quantum Aura: shares their quantum field with an ally they can see: it emanates from the ally,. |
| Soothing Anchor | {action:soothing anchor} | 1 action (once per 100 rounds) | Temporary Hit Points equal to your level for a round. |
| Spellsurge Ammo | {action:spellsurge ammo} | free action (once a round) | Extra force damage on a weapon or grenade equal to the spell's rank. |
| Sustain Quantum Field | {action:sustain quantum field} | 1 action | Sustain your quantum field: your anchor's anchoring effect (once a round), and the feats that act when you Sustain it. |
| Twisted Dark Zone | {action:twisted dark zone} | 1 action | Twisted Dark Zone: the field is darkness enemies find hard to see through. |
| Warp Reality | {action:warp reality} | 1 action | Your quantum field: a 20-foot burst on a point within 100 feet, until you stop Sustaining it. Its effects follow your paradox. |
| Warp Wounds | {action:warp wounds} | reaction | Warp Wounds: a boost for a time. |
| Widen Spell | {action:widen spell} | 1 action | Your next burst, cone or line spell (no duration) covers a wider area. |
| Zone Overlap | {action:zone overlap} | 1 action | Zone Overlap: overlaps a second zone on their quantum field (or the same one improved: Danger . |
Archetypes7
Franchise Manager1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Assistant Regional Manager | {action:assistant regional manager} | free action (once an hour) | Frequency once per hour You've been promoted to assist a mysterious supervisor who communicates via |
Ghost Courier1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Adrenaline Rush | {action:adrenaline rush} | reaction (once an hour) | On initiative: ignore encumbered, +2 Athletics, +5 feet Speed for a minute. |
Mechanic1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Modify | {action:modify} | 1 action | (Custom rig) apply one of your mods to an item until the end of your next turn. |
Operative1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Aim | {action:aim} | 1 action | Mark a creature: extra precision damage with your ranged Strikes and less cover for it. |
Righteous Knight3
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Righteous Barrage | {action:righteous barrage} | 2 actions | Frequency once per day You channel your spirit into a mighty barrage from a celestial plasma cannon. |
| Righteous Helm | {action:righteous helm} | 1 action | You touch an adjacent ally who is affected by a spell or other magical effect with the mental trait |
| Righteous Shield | {action:righteous shield} | 1 action | You manifest your faith as a shield. Your armor and the armor of up to five allies you can see withi |
Shield Ace1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Mirror Shield | {action:mirror shield} | reaction | (shield raised, a caster critically fails a spell attack against their AC) makes a ranged attac |
Technomancer1
Abilities (Combat tab and {action})
| Ability | Command | Cost | What it does |
|---|---|---|---|
| Overclock Gear | {action:overclock gear} | free action (once a round) | (After you cast from a slot) overclock a tech item or minion for a minute. |